Archaic Weapons and Equipment
There are days that you don't have your handguns around and you have to fight your way out of various situations, or you just want a good gladiatorial combat, just like Rome of old. Well, for you, we have the following items specially available!


Shields:

Shields are effectively treated as gun-shields in that each one has a chance of being able to absorb the damage that is directed against the target. Roll a d6 to see if this is the case if the target is hit. Use the Save column on the chart below for the numbers required for the shield to be hit, and if it is the shield takes the damage. When it is destroyed the owner takes the damage.

Obviously while a shield is being used, only one handed weapons may be used.

ShieldCostWeightGEDP Save
Small wooden Shield$1004 lbs.121-2
Medium Wooden Shield$1657 lbs.241-3
Large Wooden Shield$20010 lbs.361-4
Small Metal shield$2506 lbs.12v1-2
Medium Metal shield$3509 lbs.24v1-3
Large Metal shield$50012 lbs.36v1-4
The Riot shield can be found in Uncle Albert's Catalogue from Hell

'v' signifies that the armour is of vehicular grade.


Weapons:

Missile Weapons:

WeaponGEWeightDamageTo-Hit CostShotsCPSL. $Notes
Sling11/10 lb.1d-48$201Free$20
    A sling may use special bullets, which cost $2 each and inflict 1d-3 damage.
    Sling shots or bullets weigh 1 fifth of a pound each, and 20 of them take 1 GE (if in a bag!)
Short Bow22 lbs.1d-47$6512$67
    Takes 1 turn to reload. May be used for indirect fire
Long Bow33 lbs.1d-37$10012$102
    Takes 1 turn to reload. May be used for indirect fire
Steel Bow: As a normal bow (not crossbow), but double cost, double weight. Inflicts +1 damage, but only has 3/4 the range of a bow.
Pistol Crossbow13 lbs.1d-47$6511$66
    Takes 1 turn to reload.
Crossbow36 lbs.1d-36$7512$77
    Takes 2 turns to reload.
Repeating Crossbow38 lbs.1d-36$12552$135
    Takes 1 turns to reload each quarrel, but 1 additional turn to arm the crossbow itself.

Arrows and Quarrels
AmmunitionCostWeightEffect
Pistol crossbow quarrels$11/10 lb.
Arrows/Quarrel$21/5 lb.
    Flight Arrow
*5Gives the arrow a range modifier of -1 per 6 inches
Not available for quarrels or with other options
    Armour Piercing
*2.5Gives +1 damage

    Ten arrows or quarrels take up 1 GE as baggage. Arrows may not be placed in a crossbow, and vice versa
    Quarrels and bolts may be made AP or explosive at normal costs.
Crossbow and Bow options: These may have LTS at normal costs.
Throwing Dagger--1d-49-1--
    Based on the normal dagger or bayonet, so use those prices and weights

Melee Weapons:

WeaponGEWeightDamageTo-Hit Cost
Great Sword37 lbs.1d+27$800
    2 handed weapon
Morning Star26 lbs.1d-18$125
Pike312 lbs.1d-38$80
    For fuller rules for using pikes, see Dueltrack, pg. 16

Weapon prices should be considered a minimum. For replica weapons in the 2049 world, prices paid could easily be up to ten times as much, or more!

Good quality weapons cost 100% of the basic price (and upwards), and give either a +1 to hit, or +1 damage. A weapon which gives both costs at least 300% of the price. No other modifiers are allowed.


Armour:

ArmourCostWeightDP
Light armour$20010 lbs.1/0
Medium armour$50025 lbs.2/1
Heavy armour$2,00045 lbs.3/1
Suit armour$3,00065 lbs.4/2

Light armour is a collection of thick cloth or light leather types.
Medium armour includes rigid leathers, scale and chainmail.
Heavy armour includes the various plate mails.
Suit armour is the catch all for the heavy plate full suited armour types.

As with weapons, replica armours can cost much more than the listed price.

DP:
This has two values listed on the armour table. The first value is the amount of damage that the armour can absorb, as normal armour. However this is just for hand to hand weapons and archaic ranged weapons such as bows and crossbows. The second value is the damage absorbed from a modern ranged weapon, such as a pistol or shotgun. This value is subtracted from the damage of the weapon, and counts against the damage that the armour can absorb. Any remaining damage inflicted by the weapon is applied directly against the wearer. This is because while these armour types were great for soaking up damage from swords and close combat weapons, against most piercing modern bullet firing weapons, they lose a lot of effectiveness, the penetrating power of the bullet being a lot more than the armour can deal with.


Pedestrians