Weapons and Armour

The majority of weapons and armour included in the classic rules are available to combatants and adventurers in Trid. However, Trid's cultures and technology offer some new options and limitations.  

Technical Constraints

Trid's technology is close to that of 10th-century Earth, which imposes some restriction on arms availability and use:   Crossbow: Lighter than the later, "mediaeval" version that employs a windlass or foot-crank, crossbows on Trid are hand-pulled bows with a trigger-locking mechanism that permits transport with a bolt nocked and ready to fire. This allows the wielder to fire a readied bolt during the Movement phase of combat, then once per round during the Missile phase thereafter. The dwarfs use more powerful, gear-cranked crossbows that employ terrific tension to inflict greater damage at the same range. Developed for use in close, underground environs, dwarfish crossbows are sought by wealthy collectors who pay exorbitant prices.   Lance: Essentially long spears used by mounted cavalry, which are sparsely deployed on Trid's battlefields. There is a 1/6 chance that a lance breaks after a successful charge attack.   Plate mail: Plate armour of human manufacture is limited to a steel breastplate, greaves, and bracers over chain. Dwarf plate is full-bodied and may be recovered from their abandoned halls, but these are exceedingly rare and hoarded by collectors who would never suffer them to be tarnished by actual combat.   Pole arm: The relative dearth of heavily mounted cavalry on the battlefield has obviated the need for specialised pole arms like the halberd, fauchard, glaive, sovnya, podao, et al. Instead, Trid supports more basic implements akin to the sarissa, long axe, falx, woldo, and ji.   Two-handed sword: Somewhat of an historical anachronism, two-handed swords on Trid are typically reserved for ceremonial use. In the field, two-handed swords are worn unsheathed across the bearer's back and cannot be wielded in confined areas (i.e., indoors or underground) save as a thrusting or stabbing weapon (reduce damage to 1d6+1).  

New Weapons

The following new weapons are available to characters in Trid:   Angon: Favoured by small attackers, the angon is a barbed javelin three to four feet long. It is too light to brace against a charge attack or wield in melee, but a critical hit indicates the barb is stuck in the target's shield (no AC bonus until dislodged, which takes a full round). If the target has no shield, the attack inflicts +1 damage.   Blowgun: A long tube that fires a light needle when the attacker forcefully exhales into it. The projectile's physical damage is negligable, but needles are usually envenomed to deliver poison.   Composite bow: A compact bow made from bone, horn, wood, and sinew. Their laminate construction provides greater draw weights than self bows of the same size, while their recurve configuration allows a longer pull. In addition to the archer's DEX adjustment, these factors allow the archer to apply their STR modifier to both attack and damage rolls. The composite bow's size also allows them, unlike short or long bows, to be fired while mounted, making them common among the nomads of the Scour.   Dart: A six- to nine-inch hand-thrown weapon, tipped with an iron barb and weighted for range and impact. Attackers may hurl two darts per round during the Missile phase. Any target attacked by more darts than twice their level in a single round must save vs. paralysis or lose initiative next round.   Long sword: Also known as a hand-and-a-half or "bastard" sword, long swords are relatively advanced and may be used one- or two-handed. They do not suffer the same space restrictions as a two-handed sword (see above). Used one-handed, the long sword behaves as a normal sword. When wielded with two hands, the long sword inflicts +1 damage, but precludes the use of a shield.   Net: A weighted mesh thrown to immobilise foes. Attackers target a 10' x 10' area and roll to hit AC 9 [10]. If the attack succeeds, anyone fully within the area of effect must save vs. paralysis or be entangled. Some nets are set with barbed hooks that inflict 1 point of damage each round of entanglement.   Short spear: A stout spear three to four feet long, adapted for use by small attackers.  
WeaponCost (gp)Weight (coins)DamageNotes
Angon1101d4Missile (5'–10' / 11'–30' / 11'–50')
Blowgun10101Missile (5'–10' / 11'–20' / 21'–30'), Envenomed, Silent, Two-handed
Composite bow60401d6Missile (5'–60' / 61'–120' / 121'–180'), Two-handed
Crossbow, dwarfishn/a601d6+1Missile (5'–80' / 81'–160' / 161'–240'), Readied, Reload, Two-handed
Crossbow, light30401d4Missile (5'–80' / 81'–160' / 161'–240'), Readied, Two-handed
Dart110 / 3 darts1d3Missile (5'–10' / 11'–15' / 16'–20')
Long sword121001d8 (1d8+1)Balanced
Net510n/aEntangle, Missile (5'–10' / 11'–20' / 21'–30')
Short spear2201d4Brace, Melee, Missile (5'–10' / 11'–20' / 21'–30')
 

Weapon Qualities

Balanced: May be used one- or two-handed. If used two-handed, the wielder cannot use a shield.   Entangle: Targets must save vs. paralysis or become entangled, unable to move or act. At the beginning of the each subsequent round, they may attempt another save vs. paralysis to free themselves.   Envenomed: Blowgun needles deliver poison; one dose of poison coats 10 needles.   Readied: Missile weapon that carries a loaded projectile that may be fired during the Movement phase of the first round of combat.   Reload: Requires a round to reload between shots (i.e., can only be fired every second round).   Silent: Attacks make no noise and neither reveal the attacker's presence nor attract wandering monsters.  

Ammunition

AmmunitionCost (gp)Notes
Blowgun needle110 needles; see poison for dosage effects and cost
Long arrow1020 arrows; for use with composite bows
 

New Armour

The following new armour types are available in Trid:   Furs: Bulky pelts of thick hair provide minimal protection from blows, but grant the wearer a +1 bonus to cold-related saving throws.   Hide: Light and thin, hide armour made from animal skin provides modest protection without restricting movement. Hide armour may be worn by thieves.   Studded leather: Essentially a suit of leather armour adorned with metal studs to help deflect blows. Studded leather may be worn by thieves, though Climb Sheer Surfaces, Hide in Shadows, Move Silently, and Pick Pockets abilties are performed at one level lower.   Elven chain: High steel chainmail crafted by the elves. Elven chain is extremely light and is thus prized for its rarity in addition to its superb protection—as such, it is essentially priceless.   Scale: Preferred by warriors in hot climes, scale consists of a padded shirt with overlapping steel scales. Its lightweight construction provides superior mobility and protection.   Banded mail: Banded mail consists of light chain and a breastplate of horizontally overlapping steel strips. Banded mail is lighter than chain, but expensive to produce. Originating in the late Ardic Republic and still worn today by Alfmen praetorians and other high officials, banded mail is instantly recognisable and closely associated with the elves.  
ArmourACCost (gp)Weight (coins)Basic EncumbranceNotes
Furs8 [11]10200Light+1 save vs. cold
Hide8 [11]10100UnarmouredFlexible leather
Leather7 [12]20200Light
Scale6 [13]40200LightOverlapping metal scales
Studded leather6 [13]30300LightLeather with metal studs
Chainmail5 [14]40400Heavy
Elven chain5 [14]n/a200LightMade of elven steel; rare and near-priceless
Banded4 [15]60400HeavyOverlapping steel strips for torso and shoulders
Plate mail3 [16]60500Heavy
Shield–1 [+1]10100n/a
 

Primitive Arms & Armour

Low-tech weapons and armour include:   Armour: Furs, hide, leather armour, shield   Weapons: Angon, blowgun, club, dagger, hand axe, javelin, net, short bow, spear (any type), staff

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Cover image: by Public Domain

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