Warhammer Fantasy Roleplay

Chapter V: Equipment

s lang In The o ld w orld Coinage in the Old World is known by a confusion of different names. A profusion of differently minted coins in circulation, combined with regional dialect and Old Worlder’s tendency to wilful obscurity makes the situation even worse. Below are some of the common epithets that adventurers may encounter

Silver: Common term amongst traders and sailors for shillings. Muck: Rural name for shillings, which often causes much confusion. Pence Shrapnel: Empire army slang for a handful of brass pennies. Clank: Common phrase amongst guttersnipes. Brass: Typically literal Dwarf term for small coinage. Common Phrases “Hard tuppn’y”: A poor deal, a rough time of it. “Where there’s muck there’s Halflings”: A money making enterprise that needs cheap, expendable labour. “Completely brassic”: To have no money. “Clank f ’rus G’vner”: Typical phrase of an Altdorf beggar, so poor they can’t afford vowels.

Gold Crowns Karls: Reikland slang based upon the image of the Emperor stamped on all Altdorf coin. Gelt: Northlander term for all large denomination coin. Mark: Generic Empire crown, probably based on the common “hammer mark”. Guilder: A gold coin minted with a guild mark—common in Marienburg. Jink: City dwellers’ term for crowns of a dubious origin. Shiner: Altdorf street slang for a Gold Crown. Shillings Bob : Informal term amongst the gentry. Shimmy: Thieves cant of unknown origin, since passed into common speech.

C rafTsmanshIp

Example: Going back to Aaron, he realizes he can’t afford a brand new sword, so he decides to settle for a poor quality sword. The cost for

Craftsmanship

Cost Multiplier

Availability

Best

x10

Drop 2 steps Drop 1 step

x3 x1 such a weapon is halved, and there are plenty of them, increasing the availability from Common to Plentiful. — g oods and s erVICes — — x1/2 Increase 1 step

Good

Common

Poor

I n marketplaces all across the Old World, there are innumerable items for trade or sale. In countless shops, characters can find common items like weapons, rope, containers, food, or rare and exotic goods like poisons, draughts, or even the extremely rare magic items. The following items are organized into two broad categories: Goods, which include such things as Weaponry, Armour, Clothing, Food & Drink, Miscellanea, Transportation, Special Equipment, and Services, such as medical services, hirelings, and so on. w eaponry The various melee and missile weapons are grouped into two broad categories. Ordinary weapons can be used by anyone, while Specialist weapons require training to employ properly, so can only be used by those with the appropriate Specialist Weapon talent (See Chapter 4: Skills and Talents ). If you try to use a Specialist Weapon without the appropriate talent, your WS (for melee weapons) or BS (for missile

(Flail, Morning Star), Gunpowder (Blunderbuss, Firearm, Pistol), Longbow (Elfbow, Longbow), Parrying (Buckler, Main Gauche, Sword-breaker), Sling (Sling, Staff Sling), Throwing (Throwing Dagger/Star, Throwing Axe), and Two-handed (Great Weapon, Halberd). w eapon q ualITIes There are many weapons in the Old World, each with unique advantages and drawbacks. These attributes are known as Weapon Qualities. Some weapons have none, while others have several. The various Weapon Qualities are described in the following section. You can see which qualities apply to which weapons on Tables 5-3 and 5-4 . Armour Piercing Weapons with this quality are particularly good at punching through armour. Attacks from Armour Piercing weapons ignore 1 Armour Point. If a target has no armour, this quality has no effect. You can gain both this bonus and that of the Sure Shot talent. Balanced Weapons with this quality are designed to be used in your secondary hand, usually in concert with a rapier or foil. When wielding a Balanced weapon in your secondary hand, you don’t suffer the normal –20% penalty to your Weapon Skill.

weapons) is halved (rounded up). Specialist Weapon Groups

Specialist Weapons are further subdivided into smaller groups, each of which corresponds to a talent (See Chapter 4: Skills and Talents ). The Specialist Weapon Groups and the weapons covered are: Cavalry (Demilance, Lance), Crossbow (Crossbow Pistol, Repeater Crossbow), Engineer (Hochland Long Rifle, Repeater Firearm, Repeater Pistol), Entangling (Bolo, Lasso, Net, Whip), Fencing (Foil, Rapier), Flail

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