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  Low Tech 
  Weapons
  Armour, Weapons & More 
  for Cepheus Engine 
  
  ~ 2 ~ 
   
  Low Tech Weapons is a hardware add-on for the Cepheus Engine 
  roleplaying game. 
   
   
  Developers 
  Paul Elliott and Ian Stead 
   
  Weapon Illustrations (sans shields) 
  Ian Stead 
   
  Publisher: Zozer Games 
  Copyright © 2018 Zozer Games - Visit Zozer Games at www.paulelliottbooks.com 
  12 
  Designation of Open Game Content 
  All of the text within this book is Open Content.  
   
  Designation of Product Identity 
  Any title of a product published by Zozer Games, including name ‘HOSTILE’, as well 
  as the trademarks ‘Cepheus Engine’ and ‘Zozer Games’, are designated as Product 
  Identity. Cepheus Engine and Samardan Press are trademarks of Jason “Flynn” 
  Kemp 
   
  This Product is derived from the Traveller System Reference Document and other 
  Open Gaming Content made available by the Open Gaming License, and does not 
  contain closed content from products published by either Mongoose Publishing or 
  Far Future Enterprises. This Product is not affiliated with either Mongoose Publishing 
  or Far Future Enterprises, and it makes no claim to or challenge to any trademarks 
  held by either entity. The use of the Traveller System Reference Document does not 
  convey the endorsement of this Product by either Mongoose Publishing or Far Future 
  Enterprises as a product of either of their product lines. 
   
   
  Paul Elliott  
  Paul has been a Roman and Iron Age re-enactor since 2003. Although he did a bit of 
  sparring with blunt spear, he preferred javelin-throwing and archery and specialized 
  in the sling and staff sling. He also made and tested a kestrosphendon. He has been 
  in formation whilst under repeated attack from cavalry shooting blunt javelins and 
  arrows. He no longer likes horses… 
   
  Ian Stead 
  Ian Stead has been a member of Regia Anglorum and participated in hand-to-hand 
  fighting. He also attended the annually-held mass battle re-enactment at Hastings, 
  fighting on the side of the brave (but that time unlucky) Saxons. He has mostly 
  given up the wearing of a ringmail shirt in favour of less weighty Steampunk garb.  
   
   
   
  
  ~ 3 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Low Tech Weapons provides you with a huge number of new melee weapons that 
  can be added without fuss directly into your Cepheus Engine or 2D6-based SF RPG. 
  Most are based on the deadly weapons invented and used throughout the Ancient 
  and Medieval periods. On Low Tech planets, TL 1-3, these weapons may have 
  alternative names. They will provide more variety than the current spread of spear, 
  dagger, cutlass, sword.  
   
  Included are a small number of Rules Options that referees may find add a little 
  more verisimilitude to melee combats in Cepheus Engine. The Tech Levels covered 
  (1-3) have the following approximate Terrestrial equivalencies: TL 0 Stone Age, TL 1 
  Ancient/Medieval, TL 2 Renaissance/Early Modern (1300 – 1700 AD), TL 3 Industrial 
  Revolution (1700-1860).  
   
  Reference in Low Tech Weapons  is made to the monetary ‘credit’ found in Cepheus 
  Engine, if using this book in a fantasy, historical or alternate setting, change this in 
  your setting to silver pieces, staters, shekels or gold doubloons as you see fit. TL 0 
  societies rarely use money and so the Credit value for TL 0 weapons instead  
  represents the hours of manufacture required to construct that weapon.  
   
   
   RULE OPTIONS 
      
         
   
  4 
   LOW TECH   
   
   
   
   
  6 
   WEAPONS 
   
   
   
   
      
  7 
   SHIELDS & ARMOUR  
   
   
  29 
   MOUNTED WARFARE  
   
   
  33 
   ARTILLERY  
   
   
   
   
  36 
   
   
   
   
   
  INTRODUCTION 
  Illustrations: Please note that the weapon images are broadly representative, 
  and are roughly to scale with weapons on the same page. The exception to this 
  are the pilum and war dart images.  
   
   
  
  ~ 4 ~ 
   
   
   
   
   
   
   
   
  The following rules are optional add-ons that the Cepheus Engine referee may find 
  useful and more realistic than the basic treatment of melee combat found in the Core 
  Book.  
   
  SPEARS & POLEARMS  
  These all have a longer reach and so gain +3 Initiative every combat round.  
   
  PARRYING  
  You can parry, simply use your weapon skill as a –DM for your opponent’s attack.  
   
   For a one-handed weapon you must use a shield to parry. Shields do 
  not take damage in combat situations.  
   For a two-handed weapon, you can use the weapon itself to parry. If 
  the user is subjected to an Effect 6+ attack, however, the weapon 
  automatically takes 1 hit. A weapon has a number of non-recoverable 
  hits equal to its Heft. When hits are reduced to zero,  the weapon 
  breaks and can no longer be used for attack OR defence.  
   
  HEFT  
  Heft  is an optional measure of weight, resilience and encumbrance and ranges from 
  0 (easily held in one hand), to 1 (requires some strength) up to 2 (only the biggest, 
  strongest warriors can use this in combat without any ill effects).  
   
  If a weapon’s Heft is higher than the user’s Str DM, then he suffers a – DM to his 
  attacks based on the difference. ie. a Str 4 (DM -1) user tries to wield a great axe 
  (Heft 2) … the difference is 3, so he fights with a -3 to his attack roll. Better pick a 
  lighter weapon!  
   
  SHIELDS 
  Shields allow a combatant with a 1-handed weapon to give his relevant Melee skill 
  as a –DM penalty to the attacking character. See Parrying, above. A medium shield 
  is big enough to also be effective against a single incoming missile attack. A large 
  shield can also apply the combatant’s Melee skill as a –DM penalty to an incoming 
  missile attack, as well as up to two melee attacks (provided both opponents are in 
  the character’s front facing).  See the Shield table on page 31.  
  RULE OPTIONS 
  
  ~ 5 ~ 
   
  MOUNTED WEAPONS 
  A weapon designated with an ‘M’ in the table indicates a weapon specifically 
  designed to be used from a mount (such as a horse) and gives a +1 when attacking 
  from the back of a moving horse or other mount (any speed).   
   
  TOOTHED WEAPONS  V  METAL ARMOUR 
  Toothed weapons are used in metal-poor societies; a slashing edge is created by 
  attaching teeth made of obsidian blades or the actual teeth of some local predator, to 
  a haft. In unarmoured warfare these weapons are effective, but when used against 
  an opponent wearing metal armour (Plate, Scale, Lamellar or Chainmail) the weapon 
  itself  will probably suffer some damage. If the armour soaks up damage equal to its 
  rating (or more), then the weapon’s player must roll 2D6 and beat that soaked 
  damage value, or suffer one ‘hit’ (see Weapons, below). For example, a toothed club 
  inflicts 7 points of damage on a chainmail (AR 5) wearing foe, two points get through 
  to injure the foe, but the chainmail soaks up 5 points. The player-character using the 
  toothed club rolls 2D6 but does not beat 5, instead he rolls 4 – so his weapon takes 
  one ‘hit’. Since it only has a Heft of 0, it has no hits and the teeth are completely 
  smashed beyond use.  Now he simply holds a club.  
   
  HOOK 
  Weapons designated as Hook weapons are able to hook a target, rather than inflict 
  damage, and pull him towards the user. Such weapons were designed to pull 
  mounted warriors from their steeds, but the player-characters may find all kinds of 
  additional uses for this trait. The victim must make an Average Strength roll to shrug-
  off the hook and pull manoeuvre of the attacker.      
   
  ENTANGLE 
  Some weapons, such as the whip, net and bola, can trip or entangle a target rather 
  than cause them damage. If an attack by such a weapon is successful, the target 
  must make an Average Dex roll or be tripped up and bound. Having to continue 
  fighting while entangled incurs a penalty of -2. The target can roll Average Dex again 
  at the start of each combat round, and if successful will be able to move freely once 
  again.  
   
  TWO-HANDED FIGHTING 
  If a character wants to fight with two one-handed weapons simultaneously, then he 
  or she will suffer -2 DM to both attack rolls. Two-handed fighting allows a character 
  to attack two opponents simultaneously, or one opponent twice. It is difficult to 
  attempt, more cinematic than realistic – but certainly attested in history with the 
  popularity of the main gauche, or parrying dagger.  
   
  CARRYING CAPACITY 
  Cepheus Engine, chapter 11, includes valuable advice on carrying capacity.  
  
  ~ 6 ~ 
   
   
   
   
   
   
   
  If you are using Low Tech Weapons in conjunction with Cepheus Engine to build a 
  historical setting, then pick those weapons that seem most appropriate. Take care to 
  observe the Tech Level limits which group weapons and armours according to the 
  historical period in which they were used. 
   
  Of course this book has the greatest use in supplying a host of primitive weaponry 
  and armour for planets of Tech Levels 0 – 3. Resist the temptation to allow every 
  single weapon listed under that Tech Level, however. By selecting a family of 
  weapons you can give your culture its own distinct feel. Primitive cultures aren’t all 
  the same, look what the writers on the various Star Trek TV shows did with the 
  cultural significance of the Klingon’s hand-to-hand weaponry. Consider the pilum, 
  large shield and shortsword combination of the Roman legions, or the medium shield 
  and longsword combination of their foes, the Celts.  
   
  What these weapons are manufactured from, will depend on the planet in question. 
  For many worlds, iron may be plentiful and easily worked. Other worlds may instead 
  have limited iron deposits, but extensive reserves of other metals such as copper 
  and tin, with which to make bronze. The strangest armouries will develop on worlds 
  without metal working of any kind, either due to lack of technological innovation or to 
  the sheer fact that metal is an incredibly scarce resource – full stop. A world with an 
  ammonia atmosphere, perhaps Atmosphere type A, would have little if any iron at 
  the surface, since ammonia reacts with iron, dissolving it away. An alien society here 
  will be forced to seek out alternatives to metal. On frozen, ice age worlds, iron 
  deposits could be buried beneath kilometres of ice. And remember that a low tech 
  alien society on a world without free oxygen will remain low tech because there can 
  be no fire,  no smelting of metals and so no technological development. Even a 
  terrestrial planet, with a standard atmosphere, may suffer from lack of iron. The 
  world and its sun may have been born from a carbon-rich nebula, where leftover 
  oxygen combined with the extra carbon instead of any iron – resulting in all iron 
  ending up in the core.  
   
  But on our own Earth, lack of resources or lack of expertise has forced people to 
  seek alternate materials. Arctic tribes have fashioned lamellar armour from bone 
  plates, Polynesian tribes have manufactured sword-blades out of shark’s teeth and 
  Aztec warriors took clubs studded with obsidian blades into combat. A suit of Roman 
  armour was found in Egypt fashioned from a complete crocodile skin! As late as the 
  1880s, the Tlingit tribe of Alaska fabricated lamellar cuirasses out of strips of hard-
  wood.  Of course we cannot forget the sacred crysknives of Frank Herbert’s Fremen, 
  each one fashioned from a tooth from a sandworm; the Hawaiian tribes likewise 
  created their own daggers made of the spike from a blue marlin. 
  LOW  TECH 
  
  ~ 7 ~ 
   
   
   
   
   
   
   
  This chapter provides written descriptions as well as the statistics needed to use 
  Low Tech Weapons in your Cepheus Engine game. The weapons are grouped Into 
  broad categories: Axes, Bludgeoning Weapons, Bows, Polearms, Swords & Blades, 
  Thrown & Cast Weapons, and Tools. That latter category is included since many 
  tools have been used by peasants or soldiers caught unawares or unarmed, as field-
  expedient weapons.  Each table includes the following information: 
   
  Weapon Name – A catch-all term, familiar to role-players.  
  Damage – In the format: number of dice damage (+bonus), and a damage code 
  signifying the skill required to use the weapon as well as the type of damage 
  inflicted. Two damage values indicates one-handed use and two-handed use. Two 
  damage types means that the player can decide what type of damage is inflicted in 
  that attack. Perhaps he is using a Spiked Club (Bludgeoning or Piercing  Damage) 
  and is attacking a foe in Scale (which gets a +1 AR bonus versus Piercing Dmg.) In 
  this case the player decides to have his weapon inflict Bludgeoning Damage for that 
  attack, neatly sidestepping that +1 bonus.  
  Heft – The relative size and encumbrance of the weapon, rated 0, 1 or 2.  
  Weight – Weight in kilogrammes.  
   
  The written description, meanwhile, includes a physical 
  description, any notes on use, examples from Earth history 
  that seem to broadly fit that weapon type, Cost (in credits) 
  and the Tech Level that the weapon appeared on Earth. The 
  following Codes are used on the tables:  
   
   
    
  2H  
   
  All weapons are assumed to be used one-handed, 2H indicates that  
                       the weapon requires two hands to be used in combat.  
  1H/2H 
  This code indicates that the user may elect to wield the weapon either 
  one-handed or two-handed. Using it two-handed gives a bonus to 
  damage (the revised damage value is included on the table). 
  M 
  Mounted. This indicates a weapon specifically designed to be used 
  from a mount (such as a horse) a gives a +1 to attack when attacking 
  from the back of a moving horse (any speed).   
  T 
  Toothed. The obsidian or animal tooth blade is fragile.  
  P 
  Personal Range. All weapons are assumed to use the Close Range 
  Attack Difficulties, but some shorter weapons must instead use the 
  Personal Range Attack Difficulties instead.  
  H 
  Hook. The weapon can be used to drag an opponent towards you, or 
  off of his mount, instead of inflicting damage.  
  E 
  Entangle. This weapon can be used to trip or trap an opponent, rather 
  than do damage to them.  
  WEAPONS  
  DAMAGE CODES 
   
  B  Bludgeoning Dmg. 
  P  Piercing Dmg. 
  S  Slashing Dmg. 
   
  
  ~ 8 ~ 
   
  AXES 
   
  Hatchet (TL 1) 
  A small handaxe used as a back-up weapon and a survival or craft tool. 
  Cr20. 
   
  Throwing Axe (TL 1) 
  A short handled handaxe that has a curved metal head, making it 
  efficient to use as a throwing axe. Also known as: francisca. Cr40 
   
  Toothed Flesh-Cutter (TL 0) 
  Metal-poor societies can make effective hand-axes by fitting rows of 
  obsidian blades or a predator’s teeth to a wide, paddle-shaped wooden 
  haft. Cr20 
   
  Fighting Axe (TL 1) 
  A handaxe with a stout, reinforced handle and a metal axe-head  suited 
  for close-combat – complete with a spike on the rear end. Also known 
  as: tomahawk, boarding axe, sagaris, Star Trek’s kartakin.Cr50 
   
  Duelling Axe (TL 1) 
  A single curved axe blade, one meter in length with two handles at the 
  rear. The duelling axe is used two-handed to sweep, punch and stab, 
  using several spikes that protrude from the blade. Also known as: Star 
  Trek’s batleth. Cr 250 
   
  Battleaxe (TL 1) 
  A heavy, one-handed fighting axe with a metal blade. There are many 
  variations on the battle-axe. Also known as: masakari. Cr100 
   
   
  Weapon 
  Damage 
  Heft 
  Wgt 
  Hatchet (P) 
  2D6 S 
  0 
  1.0 
  Throwing Axe (P)  
  2D6 S 
  0 
  0.75 
  Toothed Flesh-Cutter (P, T) 
  2D6 S 
  0 
  1.0 
  Fighting Axe  
  2D6+1 S/P 
  0 
  1.25 
  Duelling Axe (2H, P) 
  3D6+1 S/P 
  1 
  3.0 
  Battleaxe 
  3D6 S 
  1 
  2.5 
  Axe-Mace(2H) 
  3D6 S/B 
  1 
  3.5 
  Great Axe (2H) 
  4D6 S 
  2 
  3.5 
  
  ~ 9 ~ 
   
  Axe-Mace (TL 1) 
  A long-hafted, double-ended axe weapon. At one end is mounted a 
  flanged axe or half-moon axe blade, at the other a heavy weight, used 
  for punching and bludgeoning. Also known as: Star Wars’ gaffi stick, 
  Star Trek’s lirpa. Cr 80 
   
  Great Axe (TL 1) 
  A large heavy, metal axe-blade is mounted on a long, 1.4m haft. Some 
  great axes are “double-bitted”, meaning double-bladed. Also known as: 
  Danish axe, broadaxe, sparr axe. Cr150 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Dane Axe 
  Francisca 
  
  ~ 10 ~ 
   
  BLUDGEONING  WEAPONS 
   
   
   
  Club (TL 0) 
  A handy wooden, metal or polymer club, around 50cm long. Also known 
  as: nightstick, baton, kosh, tonfa. Cr5 
   
  Club, Spiked (TL 1) 
  A wooden club around 50cm long, embedded with metal spikes. Cr20 
   
  Club, Toothed (TL 0) 
  Used in metal-poor settings, a wooden club around 50cm long, 
  embedded with blades of obsidian or a predator’s teeth. Cr20 
   
  Quarterstaff (TL 0) 
  A wooden fighting staff, 1.5 – 2m long, and used two-handed. Also 
  known as Bo Staff. Cr5 
   
  Morning Star (TL 1) 
  A heavy metal ball studded with spikes, mounted on a short haft. Cr50 
   
  Warhammer (TL 1) 
  A heavy metal hammer designed for the battlefield. It typically features a 
  spike on the reverse of the hammer head. Also known as: pick. Cr80 
   
  Weapon 
  Damage 
  Heft Wgt 
  Club (P)  
  1D6+2 B 
  0 
  0.5 
  Club, Spiked (P) 
  2D6 B/P 
  0 
  1.0 
  Club, Toothed (P, T) 
  2D6 B/P 
  0 
  1.0 
  Quarterstaff (2H) 
  2D6 B 
  0 
  1.5 
  Morning Star (P) 
  2D6+2 B/P 
  0 
  2.0 
  Warhammer (Pick) 
  2D6+2 B/P 
  0 
  1.8 
  Flail 
  2D6+1 B 
  0 
  2.0 
  Morningstar Flail 
  3D6 B/P 
  1 
  2.0 
  Military Flail (2H) 
  3D6+2 B 
  0 
  2.5 
  Mace, Light (P) 
  2D6+1 B 
  0 
  2.0 
  Maul (2H) 
  3D6+1 B 
  1 
  2.5 
  Mace, Heavy 1H/2H 
  3D6/3D6+1 B 
  1 
  3.0 
  Great Hammer 2H 
  3D6+2 B 
  1 
  2.8 
  
  ~ 11 ~ 
   
  Flail (TL 1) 
  A metal handle with a couple of links of chain which attaches to the 
  equivalent of a long mace head. Also known as: nunchaku. Cr45 
   
  Morningstar Flail (TL 1) 
  A metal handle with spiked metal mace head attached, on the end of a 
  length of chain. Cr100  
   
  Military Flail (TL 1) 
  A heavy and long metal mace head is attached to a 1.5m haft by a 
  couple of links of chain. A two-handed weapon. Cr80 
   
  Mace, Light (TL 0) 
  A short (30cm) haft topped with a weight designed for crushing and 
  bludgeoning, the head may be metal or stone. Cr20 
   
  Mace, Heavy (TL 0) 
  A long (60cm) haft topped with a heavy weight designed for crushing 
  and bludgeoning, the head may be metal or stone. Also known as: 
  tetsubo. Cr100 
   
  Maul (TL0) 
  A mace head of metal or stone, mounted onto the end of a long shaft, 
  usually about 1.5m long. Cr100 
   
  Great Hammer (TL 1) 
  A heavy, metal, sledgehammer-like weapon, mounted on a metre-long 
  haft. It typically features a spike on the reverse of the hammer head. 
  Cr200 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Flail 
  
  ~ 12 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Maul 
  Warhammer 
  Morning Star 
  Mace 
  
  ~ 13 ~ 
   
  BOWS 
   
   
   
   
  Short Bow (TL 0) 
  A short bow (less than 1.5m in length) that is also a ‘self bow’, i.e. it is a 
  bow made of a single piece of wood or bamboo. The easiest bow to 
  make, and using non-specialist types of timber. The bow is able to be 
  used from horseback. Cr 60 
   
  Longbow (TL 0) 
  A long bow (typically 1.8 – 2m in length) that is also usually a ‘self bow’, 
  i.e. it is a bow made of a single piece of wood. The archer is able to 
  draw the string back much further than with a short bow, providing 
  greater range and power. Cannot be used from horseback. Manufacture 
  requires the acquisition of specialist types of timber. Also known as: 
  Japanese higo-yumi, flatbow. Cr200 
   
  Composite Bow (TL0) 
  Made from wood, animal horn and sinew laminated together, the drawn 
  bow stores more energy than wood for the same length of bow, allowing 
  a powerful bow in a shorter length. The bow is able to be used from 
  horseback. Manufacture requires a range of components to source, 
  takes longer than a wood bow and the finished bow is more sensitive to 
  moisture. Leather cases are often made to carry the bows in. Also 
  known as: Mongol bow, Korean bow, Turkish bow, Manchu bow. Cr300 
   
  Crossbow, Light (TL2) 
  Crossbows consist of a horizontal bow-like assembly mounted on a 
  frame which is handheld in a similar fashion to the stock of a gun. It 
  shoots arrow-like projectiles called bolts. It is easier to use than a bow, 
  though heavier and more expensive. Between shots, a light crossbow 
  string can be pulled back by wedging a foot inside an iron stirrup 
  attached to the front of the crossbow. Reloading requires one full round. 
  Cr200  
  Weapon 
  Range 
  Damage 
  Heft 
  Wgt  
  Short Bow 
  Pistol 
  2D6 P 
  0 
  1.0 
  Long Bow 
  Assault 2D6+2 P 
  1 
  1.5 
  Composite Bow 
  Assault 2D6+2 P 
  1 
  1.5 
  Crossbow, light 
  Assault 3D6+1 P 
  0 
  3.0 
  Crossbow, heavy 
  Assault 4D6 P 
  1 
  5.0 
  
  ~ 14 ~ 
   
  Crossbow, Heavy (TL1) 
  Crossbows consist of a horizontal bow-like assembly mounted on a 
  frame which is handheld in a similar fashion to the stock of a gun. It 
  shoots arrow-like projectiles called bolts. It is easier to use than a bow, 
  though heavier and more expensive. Between shots, a heavy crossbow 
  string must be pulled back by temporarily attaching a geared mechanism 
  such as a ‘cranequin’. Such mechanisms are hung from the 
  crossbowman’s belt when not in action. Reloading requires one full 
  round. Also known as: gastraphetes, arcubalista, arbalest. Cr350 
  (including cranequin) 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Bow 
  Crossbow 
  
  ~ 15 ~ 
   
  AMMUNITION 
   
  Quiver (TL 0) 
  Typically leather, textile or wood. Holds 20 arrows, crossbow bolts or war 
  darts (not interchangeable). Weight: negligible. Cr20 
   
  Quiver Load of Arrows (TL 0) 
  There are four types of arrow; barbed, broad-head, punch-head and 
  incendiary.  
   
  Barbed (TL 0) – A standard military or hunting arrowhead, typically with 
  barbs to ensure the arrow stays in the target. Weight for 20: 2kg. Cost 
  for 20: Cr40 
  Broad-head (TL 0) – A wide cutting head, doing +1 extra damage. 
  Weight for 20: 2kg. Cost for 20: Cr80 
  Punch-head (TL 1) – A needle-like piercing arrowhead, designed to 
  penetrate armour. Ignores 2 points of armour unless that armour has a 
  bonus against Piercing Damage. Also known as a bodkin. Weight for 
  20: 2kg. Cost for 20: Cr80 
  Incendiary (TL 1) – The iron point is fashioned as a small cage into 
  which a small oil-soaked rag is inserted and lit. If shot at something 
  flammable (not humans) then allow that target to catch fire.  
   
  Quiver Load of Bolts (TL 1) 
   
  A load of 20 crossbow bolts. Weight: 2kg. Cr40  
   
  Pouch of Sling Stones (TL 0) 
  A bag of 20 river pebbles, carefully chosen for shape. Weight: 1.5kg Free  
   
  Pouch of Lead Sling Bullets (TL 1) 
  A bag of 20 uniformly-cast lead sling bullets (+1 damage). Weight: 2kg. 
  Cr40  
   
   
   
   
   
   
   
   
   
   
  
  ~ 16 ~ 
   
  POLEARMS 
   
  Short Spear (TL 1) 
  A short 1.8m spear, tipped with a spearhead of metal. It can easily be 
  thrown as a javelin. Also know as: Yari-Nage. Cr20 
   
  Long Spear (TL 1) 
  A long 2.5m spear, tipped with a spearhead of metal. It cannot be thrown 
  as a javelin. Also know as: Yari. Cr30 
   
   
  Toothed Spear (TL 0) 
  A short 1.8m spear, tipped with a spearhead of flint, obsidian, sharpened 
  bone, antler or the teeth of a local predator. Found in primitive TL 0 or 
  metal-poor societies.  Cr10 
   
  Pilum (TL 1) 
  A heavy javelin, with a long iron shank (meeting the wooden haft halfway 
  down the weapon) providing additional weight and penetration. On 
  campaign, the pilum can be used as a spear by troops until the time 
  comes for it to be thrown. Also know as: spiculum. Cr40 
   
  Pike (TL 1) 
  A very long (4m) battle spear, used in large, well-disciplined massed 
  infantry units and also by mounted troops as a lance. Also known as: 
  lance, sarissa. Cr 40 
   
   
   
  Weapon 
  Damage 
  Heft 
  Wgt  
  Short Spear (1H/2H) 
  2D6/2D6+2 P 
  0 
  1.5 
  Long Spear (1H/2H) 
  2D6+2/3D6+1 P 
  1 
  2.0 
  Toothed Spear (1H/2H, T) 
  2D6/2D6+2 P 
  0 
  1.2 
  Pilum (1H/2H) 
  2D6/2D6+2  P 
  1 
  2.0 
  Pike (2H, M) 
  3D6+2 P 
  1 
  3.0 
  Broad Spear (2H) 
  3D6+2 P 
  1 
  2.5 
  Military Fork (2H) 
  3D6 P 
  0 
  2.5 
  War Scythe (2H) 
  3D6+2 S/P 
  1 
  3.0 
  Long Hammer (2H) 
  4D6 B/P 
  1 
  3.5 
  Halberd (2H, H) 
  4D6 S/P 
  1 
  3.5 
  Military Cleaver (2H) 
  4D6 S 
  1 
  3.5 
  
  ~ 17 ~ 
   
  Broad Spear (TL 1) 
  A heavy, wide-bladed 2.5m-long spear. Also known as: partisan, 
  spontoon, ox-tongue, Star Trek’s gintak, bohemian earspoon. Cr 60 
   
  Military Fork (TL 1) 
  Two or three spear points or metal tines mounted atop a 2.5m-long 
  shaft.  Also known as: trident, ranseur, spetum, corsque. Cr65 
   
  War Scythe (TL 1) 
  A sword blade mounted atop a 2.5m-long shaft. The blade extends 
  upright from the pole rather than at right angles. Also known as: 
  naginata, Dacian falx, svardstav, sovnya. Cr80 
   
  Long Hammer (TL 2) 
  A hammerhead and a long spike are mounted atop a 2.5m-long shaft. 
  Also known as: lucerne hammer, bec de corbin. Cr 75  
   
  Halberd (TL 2) 
  A wide slashing blade and a long spike mounted atop a 2.5m-long shaft; 
  the back of blade includes a hook. Also known as: poleaxe, bill, 
  guisarme. Cr75 
   
  Military Cleaver (TL 2) 
  A long, chopping axe-blade mounted atop a 2.5m-long shaft. Also known 
  as: crescent axe, glaive, bardiche, voulge. Cr75 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Broad  
  Spear 
  Military Cleaver 
  Halberd 
  
  ~ 18 ~ 
   
  SWORDS  &  BLADES 
   
  Weapon 
  Damage 
  Heft 
  Wgt  
  Knife (P) 
  2D6 P 
  0 
  0.25 
  Fighting Dagger (P) 
  2D6 P/S 
  0 
  0.25 
  Toothed Dagger (P, T) 
  2D6P 
  0 
  0.25 
  Bayonet (2H) 
  3D6 P 
  0 
  0.35 
  Toothed Sword (T) 
  2D6+1 S 
  0 
  1.2 
  Basket-Hilt Dagger (P) 
  2D6 P/S 
  0 
  0.35 
  Rapier  
  2D6 P 
  0 
  0.5 
  Sabre  (M) 
  2D6+1 S 
  0 
  1.5 
  Falchion (P) 
  2D6+1 S 
  0 
  1.5 
  Cutlass 
  2D6+2 S 
  0 
  1.5 
  Dress sword  
  2D6+1 P 
  0 
  1.0 
  Shortsword (P) 
  2D6+1 P 
  0 
  1.2 
  Longseax (P, 1H/2H) 
  2D6/2D6+1 P 
  0 
  1.2 
  Long Sword  
  2D6+2 S 
  0 
  1.5 
  Katana (2H) 
  3D6 S 
  0 
  1.5 
  Hand-and-a-Half-Sword (1H/2H) 
  3D6/3D6+1 S 
  1 
  3.0 
  Broadsword   
  3D6 S 
  2 
  2.5 
  Greatsword (2H) 
  4D6 S 
  2 
  3.5 
   
   
  Knife (TL 1) 
  A single-edged survival, utility, fighting or camping knife approximately 
  200mm in length. Also known as: seax, gerber, dirk, ka-bar, Ontario 
  aircrew survival knife.  Cr8 
   
  Fighting Dagger (TL 1) 
  A short weapon with a flat, two-edged blade approximately 20 cm in 
  length. Daggers are usually carried in a belt sheath, they are usually as 
  much a tool as a last-resort weapon of defence, and worn constantly. 
  Also known as tanto, sai, Fairburn Sykes, ballock, pugio, stilleto. Cr10 
   
  Toothed Dagger (TL 0) 
  Metal-poor societies can make effective daggers by fitting an obsidian 
  blade or the sharpened antler or horn of a local animal, to a haft. Also 
  known as: Dune’s crysknife. Cr20 
   
   
  
  ~ 19 ~ 
   
  Bayonet (TL 3) 
  A long spike--like weapon, frequently attached to a musket. When not 
  attached to a musket or rifle, the bayonet performs as a fighting dagger. 
  This spike bayonet was in use from around 1600 onwards. Cr50 
   
  Toothed Sword (TL 0) 
  Metal-poor societies can make effective slashing swords by fitting rows 
  of obsidian blades or the teeth of some local predator along a metre- 
  long wooden haft. Cr60 
   
  Shortsword (TL 1) 
  A short, cut and thrust sword with a two-edged blade, 45-65 cm in 
  length, often used in conjunction with a large shield. Also known as: 
  gladius, xiphos, Dune’s kindjal. Cr 90 
   
  Longseax (TL 1) 
  A short, one or two-handed thrusting sword with a single-edged and 
  often gently curved blade. The weapon is around 50cm long. Also known 
  as: wakizashi, longseax. Cr120 
   
  Basket-Hilt Dagger (TL2 ) 
  A hybrid knife weapon with a heavy, flat two-edged blade 30-40 cm in 
  length, with a crossguard or a semi-basket handguard. They can be 
  used as short, multi-purpose blades, as well as parrying daggers held in 
  the left hand.  Also known as: main gauche, ‘blade’. Cr50 
   
  Rapier (TL 3) 
  Also known as the foil, this weapon is a light, sword-like weapon with a 
  pointed, edged blade 80 cm in length, and a basket or cup hilt to protect 
  the hand. Rapiers are worn in scabbards attached to the belt. Also 
  known as: foil, sidesword. Cr100 
   
  Sabre  (TL 1) 
  A single-edged curved sword, often with a large hand-guard. Designed 
  as, and frequently used as, a cavalry weapon. The sabre is easily used 
  one-handed, and the curved blade makes slashing attacks very easy. 
  Also known as: backsword, scimitar. Cr150 
   
  Falchion (TL 1) 
  Crude but effective one-handed single-edged chopping sword. Falchions 
  are derived from, and resemble, machetes. Also known as machete, 
  langemesser, machaira, kukri, barong, Star Wars’ ryyk. Cr100 
   
  
  ~ 20 ~ 
   
  Cutlass (TL 3) 
  A heavy, flat-bladed, single-edged weapon featuring a full basket hilt to 
  protect the hand. Blade length varies from 60 to 90 cm. Popular on 
  board ship due it its ability to cut ropes in emergencies, and allow 
  fighting within the cluttered confines of a ship’s deck. Also known as: 
  Star Trek’s mekleth. Cr 100 
   
  Dress sword (TL 3) 
  A light, thrusting sword that is descended from the rapier. Dress swords 
  make good side arms, and in historical periods were commonly used 
  both by military officers and as a duelling weapon. Consequently they 
  were often used as dress swords. Also known as: smallsword, court 
  sword. Cr90 
   
  Long Sword (TL 1) 
  The standard one-handed long-edged blade weapon, featuring a flat, 
  two-edged blade. It may or may not have a basket hilt or hand protector. 
  A scabbard to carry the sword may be attached to the belt, or to straps 
  (or a sash) over the shoulder. Blade length may vary from 70 to 95 cm. 
  Also known as: spatha, viking, arming, celtic sword. Cr150 
   
  Katana (TL 1) 
  A gently curved two-handed sword with a single-edged blade. For 
  wakizashi, see Longseax. Cr200 
   
  Hand-and-a-Half-Sword (TL 2) 
  A hand-and-a-half sword is designed to be used either one-handed 
  
  ~ 21 ~ 
   
  or two-handed. It is a long, double-edged sword. Also known as: miao-
  dao, bastard sword.  
   
  Broadsword (TL 3) 
  A heavy, double-edged sword, often including a basket hilt which 
  encloses the hand. It is used one-handed. Also known as the 18th 
  century claymore, schiavona. Cr180  
   
  Greatsword (TL 2) 
  The largest of the sword weapons, also called the two-handed sword 
  because it requires both hands to swing. The blade is extremely heavy, 
  two-edged, and about 1000 to 1200mm in length. The hilt is relatively 
  simple, generally a cross-piece only, with little basketwork or protection.  
  The great sword is typically 1.6 - 2m in total length and carried across 
  the shoulder. Also known as: zweihander, espadon. Cr300 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rapier 
  Cutlass 
  Falchion 
  
  ~ 22 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Scimitar 
  Main Gauche 
  Ballock Dagger 
  Longseax 
  Gladius 
  
  ~ 23 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Greatsword 
  Toothed sword 
  Viking sword 
  Arming sword 
  
  ~ 24 ~ 
   
  THROWN  &  CAST  WEAPONS 
   
   
   
  Bolas (TL 0) 
  Two weights connected by a cord or leather thong, the bolas are spun 
  and then thrown at fleeing game to bring it down by entangling its legs. 
  Humans constitute ‘fleeing game’. Cr5 
   
  Fighting Net (TL 0) 
  A small combat net, with attached weights, that can be thrown from the 
  left hand to entangle an opponent. It make have other uses too. Cr40 
   
  Throwing Club (TL 0) 
  A hardwood baton, usually slightly curved with a slight weight at one end 
  that can be thrown to bring down small game such as rabbits, birds and 
  so on. Early cultures, including the Egyptians, carried throwing clubs 
  with them on to the battlefield. Also known as: boomerang, rabbit stick, 
  throw stick. Cr 10 
   
  Throwing Steel (TL 2) 
  Coming in a myriad of designs, the throwing steel is a small but heavy 
  metal blade that can be thrown. Often the blade is spun and so has a 
  number of blades mounted on a circular body. Also known as shuriken, 
  Star Trek’s kleegat. Cr10 
   
  Weapon 
  Range 
  Damage 
  Heft 
  Wgt  
  Bolas (E) 
  Thrown Entangle 
  0 
  1.0 
  Fighting Net (E) 
  Thrown Entangle 
  0 
  2.0 
  Throwing Club 
  Thrown 1D6+2 B 
  0 
  0.5 
  Throwing Steel 
  Thrown 1D6+2 P 
  0 
  0.1 
  Throwing Knife 
  Thrown 2D6 P 
  0 
  0.25 
  Throwing Axe  
  Thrown 2D6 S 
  0 
  0.75 
  War Dart 
  Thrown 2D6+1 P 
  0 
  0.25 
  Sling 
  Assault 2D6 B 
  0 
  - 
  Staff Sling 
  Assault 3D6 B 
  0 
  1.5 
  Kestros 
  Pistol 
  2D6+2 P 
  0 
  - 
  Javelin (thrown short or toothed spear) Thrown 3D6 P 
  0 
  1.5 
  Spear Thrower 
  Pistol 
     - 
  0 
  1.0 
  Pilum 
  Thrown 3D6+2 P 
  1 
  2.0 
  
  ~ 25 ~ 
   
  Throwing Knife (TL 1) 
  A metal dagger optimized and balanced for throwing. Cr35 
   
  Throwing Axe (TL 1) 
  A short handled handaxe that has a curved metal head, making it 
  efficient to use as a throwing axe. Also known as: francisca. Cr40 
   
  War Dart (TL 1) 
  The war dart is a heavy arrow fitted with an barbed iron head and a lead 
  weight to add momentum. It is thrown either underhand, up into the air to 
  come down vertically onto the head of a target, or thrown overhand like 
  a throwing knife at shorter ranges. It is no toy. Typically carried within a 
  leather quiver. Cr10 
   
  Sling (TL 0) 
  A woven textile or leather pouch with two long cords attached. A stone 
  or lead bullet is placed in the pouch and the sling whirled rapidly, 
  discharging the stone at considerable speed. In the hands of an expert, 
  comparable with a short bow. Using cast lead sling bullets adds +1 to 
  damage, otherwise ammunition can be picked up as smooth pebbles 
  from a beach or riverbank. Cr3 
   
  Staff Sling (TL 0) 
  This is a sling mounted on top of a 1.2m wooden shaft, the cords of the 
  sling fastened to the tip of the pole. When slung, a single cord detaches 
  and the stone is released. The staff sling allows smooth stones up to fist 
  sized to be slung considerable distances. Cr6 
   
  Kestros (TL 1) 
  The sling and war dart were once brought together in ancient Greece to 
  create the kestros, allowing the heavy war dart to be slung out to much 
  greater distances. The kestros sling does not have a pouch, but instead 
  one cord slips on to the end of the war dart while the other loops under 
  the metal head before returning to the user’s hand. Once whirled above 
  the head the longer cord is released and the war dart flies toward its 
  target. Also known as: kestrosphendon. Cr3 
   
  Javelin/Short Spear (TL 0) 
  A short 1.8m spear, tipped with a spearhead of metal, flint, obsidian or 
  teeth. It can easily be thrown as a javelin. See Polearms. 
   
   
   
  
  ~ 26 ~ 
   
  Spear Thrower (TL 0) 
  A spear thrower is not a weapon, but (like a bow) is a weapon 
  delivery system. It is essentially a shaped stick with a handle on 
  one end and a hook or socket that engages a javelin on the other. 
  The flipping motion of the spear thrower propels a short spear much 
  faster and farther than it could be thrown by hand alone. Only short 
  spears made for the spear thrower can be used in this way. Also 
  known as: atalatl, woomera, miru. Cr12 
   
  Pilum (TL 1) 
  A heavy javelin, with a long iron shank (meeting the wooden haft 
  halfway down the weapon) providing additional weight and 
  penetrative power. On campaign, the pilum can be used as a spear 
  by troops until the time comes for it to be thrown. Also know as: 
  spiculum. Cr40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  War Dart  
  (Not to scale with pilum) 
  Pilum  
  
  ~ 27 ~ 
   
  TOOLS 
   
   
  Half-Moon Knife (TL 1) 
  A semi-circular metal blade on a short haft mounted along the back edge 
  of the wide blade.  Used for cutting leather and meat, or skinning and 
  cleaning animals.  In metal poor cultures the blade is made of a fine-
  grained stone such as slate and would then be classified in these rules 
  as ‘toothed’. Also known as: ulu, Star Trek’s ushaan-tor. Cr5 
   
  Whip (TL 1) 
  The whip is 2.5m long, made of leather and capable of inflicting pain to 
  an animal or human. Rather than inflict damage the user can instead 
  attempt to entangle a target.  
   
  Mattock (TL 1) 
  A digging implent with a spade-like head mounted at 90 degrees. Cr 20 
   
  Pickaxe (TL 1) 
  A heavy digging implement with two sharp prongs either side of the 
  head. Cr40 
   
  Pitchfork (TL 1) 
  An agricultural fork, with 2-6 sharp tines. Cr20 
   
  Scythe (TL 1) 
  A large crescent-shaped blade mounted at 90 degrees on the end of a 
  long haft, used for the reaping of crops and cutting of grass. Cr50 
   
   
  Weapon 
  Damage 
  Heft 
  Wgt  
  Half-Moon Knife (P) 
  2D6 S 
  0 
  0.3 
  Whip (E) 
  1D3 S 
  0 
    0.5 
  Mattock 2H 
  2D6 S 
  0 
  2.5 
  Pickaxe 2H 
  2D6+2 P 
  1 
  3.0 
  Pitchfork 2H 
  3D6 P 
  0 
  2.5 
  Scythe 2H 
  2D6 S 
  2 
  4.0 
  Sickle (P) 
  2D6 P/S 
  0 
  0.5 
  Spade 2H 
  2D6 S 
  1 
  2.5 
  Felling Axe  (2H) 
  2D6+1 S 
  2 
  3.0 
  
  ~ 28 ~ 
   
   
  Sickle (TL 1) 
  A one-handed reaping tool, composed a short wooden haft topped with 
  a short, crescent-shaped metal blade at right-angles to the shaft. Also 
  known as: kama. Cr10 
   
  Spade (TL 1) 
  A digging implement. Cr25 
   
  Felling Axe (TL 0) 
  A typical timber axe, robust and heavy, designed for tree-felling and log 
  splitting. At TL 0 the axe-head is made of flint or stone. Also known as: 
  timber axe, wood axe, dolabra, ono. Cr40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Felling Axe 
  
  ~ 29 ~ 
   
   
   
   
   
   
   
  Armour is a last ditch defence after parrying has failed. Metal armours have proven 
  most resilient throughout history, but other materials have also been used. Only the 
  helmet can be worn with another armour type.  
   
  ARMOUR 
   
   
  Helmet (TL 1) 
  A metal helmet, varying in style and pattern based on the culture, the 
  status of the soldier and the type of armour it is worn with. Cr50 
   
  Padded (TL 1) 
  Thick layers of quilted linen or stiffened cloth. It is easy to manufacture 
  and cheap, though has limited protection. Used by some Medieval foot-
  soldiers as well as Aztec warriors. Padded and quilted armour is set at 
  TL 1 because it requires organised agriculture. Cr5 
   
  Leather Jack (TL 0) 
  A tunic of thick leather armour will typically include strips of leather 
  protection hanging from the waist and shoulders. It may also include 
  leather greaves and forearm protection. Cr50 
  Armour 
  AR Wgt +1 AR Versus … 
  Helmet 
  +1 
  1 
  - 
  Padded 
  2 
  3 
  Bludgeoning Damage  
  Leather Jack 
  3 
  3 
  Bludgeoning Damage 
  Hard Leather  
  4 
  5 
  Bludgeoning Damage 
  Chainmail 
  5 
  12 Slashing Damage 
  Scale 
  5 
  10 Piercing Damage 
  Lamellar  
  6 
  10 Slashing Damage 
  Breastplate 
  5 
  12 Piercing Damage 
  Half Plate 
  7 
  20 Piercing Damage 
  Full Plate  
  8 
  25 Piercing Damage 
  SHIELDS & ARMOUR  
  
  ~ 30 ~ 
   
  Hard Leather (TL 0) 
  Leather can be hardened by boiling it in oil and wax, then moulding it in 
  to the form of armour pieces. This is known as cuirboilli. Most Greek 
  hoplites wore a similar type of hardened linen armour that was 
  composed of scores of layers of waxed and glued linen. Cr100 
   
  Chainmail (TL 1) 
  The most successful armour type in human 
  history, chainmail consists of thousands of iron 
  rings riveted together to create a flexible metal 
  mesh shirt. Chainmail is comfortable and very 
  flexible, but heavy. Cr200 
   
  Scale (TL 0) 
  Overlapping metal scales are sewn to a linen or 
  leather backing. This armour is light and 
  protective, but quite rigid and constricting. The 
  scales are typically made of light-weight bronze 
  or brass, but iron scales were also used. Metal 
  poor societies can manufacture scales of bone or 
  wood. Cr220 
   
  Lamellar (TL 0) 
  This armour consists of thin metal strips or bands that are held on to a 
  leather backing with rivets. The arrangement of strips can vary 
  tremendously from culture to culture. Metal poor societies can 
  manufacture strips of bone or wood. Also known as splint, banded or 
  studded armour. Japanese samurai armour prior to the 16th century 
  would be classed as lamellar. After the introduction of iron plates in the 
  16th century, it evolved to become a form of Half Plate. Cr250 
   
  Breastplate (TL 1) 
  A metal shell in two halves, shaped to fit the front and back of a warrior’s 
  chest and fasten together using leather straps and buckles. Typical of 
  early Greek hoplites, and also of the lorica segmentata of the Roman 
  legions (a hinged breastplate divided into wide overlapping iron bands). 
  Cr300  
   
  Half Plate (TL 1) 
  A partial suit of plate armour that does not cover the entire body. 
  Typically it consists of a breastplate and several other small pieces of 
  plate armour, with the rest protected with chainmail. Buy a helmet 
  separately. Later Japanese samurai armour (from the 16th century 
  
  ~ 31 ~ 
   
  onwards) was Half Plate, with lamellar plates and chainmail protecting 
  less vulnerable parts of the body. Early Medieval knights and Persian 
  cataphract heavy cavalrymen wore Half Plate armour. Cr1000 
   
  Full Plate (TL 2) 
  A suit of solid pieces of metal plate, moulded to the body and fastened 
  together with leather straps and buckles. Buy a helmet separately. 
  Typical late Medieval knightly armour. It is heavy and uncomfortable to 
  wear, although the warrior is still able to move about quite freely. Cr1500 
   
   
  SHIELDS 
   
  Shield Heft is used only if the shield is to be used to attack, doing 1D+2 
  points of bludgeoning damage. Shields use Bludgeoning Weapon skill 
  and are Personal range weapons. Small shields do only 1D6 damage if 
  used in this way.  
   
  Small Shield (TL 0) 
  A small one-handed shield used by skirmishers, swashbucklers and 
  archers. This shield can be fastened to the waist-belt when not in use. 
  Also known as: buckler, targe. Cr50 
   
  Medium Shield (TL 0) 
  A common fighting shield of wood and leather, usually with a metal boss, 
  roughly one-metre in height. Also known as: heater, pelta. Cr80 
   
  Large Shield (TL 0) 
  A large shield 1.2m in height that provides excellent protection in 
  combat, but that is heavy and encumbering. It can provide decent 
  protection against missile weapons and so is popular with soldiers 
  conducting sieges. Cannot be used while mounted. Also known as: 
  hoplon, scutum. Cr150 
   
   
   
   
  Shield 
  Heft 
  Wgt Protects From… 
  Small 
  0 
  1.5 
  1 melee attack, no missile attack 
  Medium 
  0 
  3.0 
  1 melee attack, 1 missile attack 
  Large 
  1 
  6.0 
  2 melee attacks, 1 missile attack 
  
  ~ 32 ~ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Large Shield 
  Medium Shield 
  Small Shield 
  
  ~ 33 ~ 
   
   
   
   
   
   
   
   
  Most low tech armies utilise local pack animals as riding mounts, and 
  often form them into cavalry units. On Earth these are horses and 
  elephants, but on the low tech worlds of your own universes they might 
  be six-legged grazers, two-legged killer birds or maybe even lizard-like 
  mounts.  
   
  RIDING  SKILL 
  To fight from the back of a mount, a character must possess Riding 0 or 
  greater. In addition, he can use no weapon at a skill level greater than 
  his Riding skill. Alfonso might be the best swordsman in Florence 
  (Piercing Weapons 4) but if his Riding skill is 1, then he fights at Piercing 
  Weapons 1 until he dismounts.  
   
  WEAPON   RESTRICTIONS 
  Some weapons are just too short to be effective mounted weapons, 
  either against targets on foot or on horseback. A weapon has to be at 
  least one metre long to be effective, ie. must be a Close Range weapon, 
  not a Personal Range one.  
  MOUNTED  WARFARE 
  
  ~ 34 ~ 
   
   
  A character with Riding skill of 0-1 can only use one-handed weapons 
  while mounted, since one hand must hold the reins and control the 
  animal, but more skilful riders (Riding 2 or more) can use some two-
  handed weapons. Two-handed swords and axes can never be used 
  while mounted, but bows and spears and pikes certainly can. A mounted 
  warrior will find that he does not possess enough hands - his javelins 
  must go in a leather quiver, his bow in a bow case and his arrows in an 
  archery quiver. Surprisingly enough, a light crossbow can be shot and 
  reloaded while mounted.  
   
  Of course the restriction on short weapons works the other way too, a 
  character on foot will have trouble using a dagger or a shortsword to 
  attack a cavalryman atop a twisting, bucking animal. To attack a 
  mounted opponent, the footman must be using a Close Range weapon, 
  not a Personal Range one.  
   
  CAVALRY  WEAPONS 
  Certain weapons were made for the mounted soldier, or were perfectly 
  adapted for this kind of warfare. Where noted in the weapon tables (with 
  an ‘M’) these weapons receive a +1 to their attack roll as long as the 
  user is mounted and moving. The pike (referred to as a lance when used 
  by the cavalry) is a special weapon: 
   
  Lance – Normally a two-handed weapon, the lance can be tucked 
  under the arm when mounted and used one handed, freeing the other 
  hand up to control the horse and/or carry a shield. If the mount is at full 
  speed (the gallop) then allow the lance a +2 damage modifier. 
  Obviously, turning the animal back to charge again, will take one or 
  more combat rounds.  
   
  CAVALRY  SHIELDS  
  A large shield cannot be used while mounted at all. A medium shield can 
  only be used to parry attacks from the shielded side, but it is just to big 
  to lift over the animal’s neck to defend from the right and would require 
  the character to twist his body around. Only the small shield can be used 
  without penalty while mounted, often the shield is strapped to the rider’s 
  left forearm, freeing his hand to control the animal.  
   
  BARDING:  ARMOUR  FOR  MOUNTS 
  In these rules we assume that there are three possible types of mount, 
  small medium and large, typified by some kind of trainable flightless bird 
  (small), a horse (medium) and an Asian elephant (large). Historically, 
  
  ~ 35 ~ 
   
  wealthy cavalrymen have armoured their mounts. Due to restrictions on 
  mobility, all armour types available to humans are available to mounts, 
  except for Breastplate, Half Plate and Full Plate.  
   
  The weight and cost of barding depends on the size of the mount: x1 for 
  a small mount, x3 for a medium mount and x5 for a large mount.  
   
   
  TYPICAL  CAVALRY  MOUNTS 
   
   
  Dragon Bird   [Gastornis parisiensis]    
   
   
   
  Horse   [Equus ferus caballus]      
   
   
   
  Elephant   [Elephas maximus]      
   
   
   
   
   
   
   
   
   
   
   
  Hijacker 
  200kg 
  Str 
  Dex 
  End 
  Int 
  Ins 
  Pac 
  Attack 
  Flee 
  S 
  Teeth   3D6 P 
  Armour 2 
  11 
  9 
  8 
  0 
  8 
  7 
  7+ 
  6- 
  3 
  A dragon bird can carry a rider and saddle; it has 44kg remaining for the rider’s armour, equipment, weaponry and 
  barding, before it reaches medium load level. At medium level it’s speed will be reduced to 2.  
  Grazer 
  400kg 
  Str 
  Dex 
  End 
  Int 
  Ins 
  Pac 
  Attack 
  Flee 
  S 
  Hooves   2D6 B 
  Armour 2 
  15 
  9 
  16 
  0 
  10 
  12 
  8+ 
  4- 
  4 
   
  A horse can carry a rider and saddle; it has 60kg remaining for the rider’s armour, equipment and weaponry and 
  its own barding, before it reaches medium load level. At medium level it’s speed will be reduced to 3.  
  Intermittent 
  5000kg 
  Str 
  Dex 
  End 
  Int 
  Ins 
  Pac 
  Attack 
  Flee 
  S 
  Hooves/Horns  3D6 B 
  Armour 5 
  28 
  3 
  30 
  1 
  11 
  7 
  10+ 
  4- 
  2 
  An elephant can carry a rider, a simple crenelated wooden howdah and three soldiers. It has 112kg remaining for 
  the soldiers’ armour, equipment and weaponry as well as barding, before it reaches medium load level. At medium 
  level it’s speed will be reduced to 1. Scale barding for an elephant weighs 50kg and costs Cr1100. 
  
  ~ 36 ~ 
   
   
   
   
   
   
   
  At TL 1 and 2, powerful torsion- or tension-powered artillery machines 
  can be manufactured from wood and steel. They are typically large and 
  relatively immobile mechanisms, though two at least can be fitted to 
  carts for transportation.  
   
   
  Scorpion (TL 1) 
  Resembling an over-sized crossbow, mounted on a wooden tripod, the 
  scorpion can shoot bolts at great speeds and with great accuracy (+1 
  due to the tripod and sighting mechanism). Can be disassembled into 
  bow and tripod for transport by cart or mule, or fixed to a cart. Reloading 
  requires two combat rounds. Cr800 
   
  Siege Ballista (TL 1) 
  A gigantic crossbow on a tripod, built as a 
  siege engine, and taller than a man in 
  height. Using the same principles of the 
  scorpion 
  and crossbow, 
  the 
  ballista 
  launches fist-sized stones at troops or 
  buildings. Can be disassembled into 
  multiple parts for transport by cart. 
  Reloading requires four combat rounds. 
  Cr1500 
   
   
   
   
  Weapon 
  Range 
  Damage 
  Crew 
  Wgt  
  Scorpion 
  Rifle 
  3D6+2 P 
  1 
  28 
  Siege Ballista 
  Rocket 4D6+2 B 
  3 
  160 
  Catapult 
  Rocket 6D6 B 
  3 
  200 
  Springal 
  Rocket 4D6+2 P 
  3 
  400 
  Trebuchet 
  Rocket 12D6 B 
  6 
  1500 
  ARTILLERY 
  
  ~ 37 ~ 
   
  Catapult (TL 1) 
  The famous single armed catapult, mangonel, onager or traction 
  trebuchet that propels large stones forward as the arm is released from 
  tension. Some catapult frames are fitted with wheels for mobility. 
  Reloading requires six combat rounds. Cr1500 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Springal (TL 1) 
  Using the same mechanical concept as a crossbow, the springal is a 
  descendant of the ballista, with inward swinging arms. It is a gigantic 
  machine built inside a rectangular frame that which was used to fire 
  either large darts (4D6+2 P) or round shot (4D6+2 B). Switching between 
  the two ammunition types takes four combat rounds. Reloading requires 
  five combat rounds. Cr2200 
   
  Trebuchet (TL 1) 
  A very large catapult using a heavy counterweight of stones that propels 
  a central arm dragging an attached sling. The sling arcs over the 
  trebuchet and launches very large stones at the target. Reloading 
  requires ten combat rounds. Cr3000 
   
   
   
  
  ~ 38 ~ 
   
  AREA EFFECT 
  The scorpion, springal and siege ballista shoot bolts or rounded stones 
  that can kill a man instantly; the rounded stones also having a great use 
  in sieges to pummel defences, gateways and enemy siege engines. The 
  catapult and trebuchet are almost purely designed for the destruction of 
  walls and fortifications, but their devastating stone falls can kill humans 
  too. Anyone within 4m of the impact will suffer damage. If the shot 
  misses, then it will land in a random direction 3D6 metres away. Some 
  settings may have use of a naphtha compound (‘Greek Fire’) to create a 
  fiery explosion. Anyone caught within the 4m burst radius suffers a 
  searing 2D6 points of damage for 3 consecutive combat rounds.  
   
   
  AMMUNITION 
  Quiver Load of Bolts (TL 1) 
   
  A load of 20 bolts used in the scorpion or springal. Weight: 4kg. Cr80  
   
  Basket of Round Shot (TL1) 
  A basket of 20 round stone shot used in the siege ballista and springal. 
  Weight: 40kg. Cr20  
   
  Large Stones (TL 0) 
  The catapult and trebuchet shoot large irregular boulders or sack-loads 
  of rubble. These arrive by the wagon-load.  
   
  Cauldron of Naphtha (TL 1) 
  A cauldron of naphtha will provide 6 shots. A dangerous and difficult 
  substance to create, transport and load. It takes 24 hours to brew a 
  cauldron of the naphtha. Weight: 10kg. Cr200 
   
   
   
   
   
   
  
  ~ 39 ~ 
   
  LEGAL 
   
  The Cepheus Engine Compatibility-Statement License (CSL) 
  You must state on the first page where you mention Cepheus Engine that “Cepheus Engine 
  and Samardan Press are the trademarks of Jason "Flynn" Kemp,” and that you are not 
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  If you’re using the license to commit legal fraud, you forfeit the right to continue using the 
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  claim must not constitute legal fraud, or fraud in the inducement, under the laws of the 
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  If you have questions about the license, feel free to contact the author. 
   
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the 
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  1. Definitions: (a)’Contributors’ means the copyright and/or trademark owners who have contributed 
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  extent such content does not embody the Product Identity and is an enhancement over the prior art 
  and any additional content clearly identified as Open Game Content by the Contributor, and means 
  any work covered by this License, including translations and derivative works under copyright law, 
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  ~ 40 ~ 
   
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  15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  High Guard System Reference Document Copyright © 2008, Mongoose Publishing. 
  Mercenary System Reference Document Copyright © 2008, Mongoose Publishing. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher 
  Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip 
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  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch 
  
  ~ 41 ~ 
   
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  T20 - The Traveller’s Handbook Copyright 2002, Quiklink Interactive, Inc. Traveller is a trademark of 
  Far Future Enterprises and is used under license. 
  Traveller System Reference Document Copyright © 2008, Mongoose Publishing. 
  Traveller is © 2008 Mongoose Publishing. Traveller and related logos, character, names, and 
  distinctive likenesses thereof are trademarks of Far Future Enterprises unless otherwise noted. All 
  Rights Reserved. Mongoose Publishing Ltd Authorized User. 
  Cepheus Engine System Reference Document, Copyright © 2016 Samardan Press; Author Jason 
  "Flynn" Kemp 
  16. All of the text in Low Tech Weapons is Open Game Content. 
   
  By Tim Bertelink [CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0)], from Wikimedia 
  Commons 
   
  By Sketch made by David Boquelet [Public domain or Attribution], via Wikimedia Commons 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  ~ 42 ~ 
  
SOURCE: textdata/thevault/Cepheus Engine/Cepheus Engine/Supplements/TCE - Low Tech Weapons.pdf