Equipment
This expansion brings you a full and complete list
of equipment you can purchase for your Hero
between Quests. It is meant to expand and replace
the equipment list found in the Core Rules.
Remember that your Hero can only carry a
maximum of 12 items of equipment at once (not
counting coins, but including Artifacts and Relics).
If you wish to sell any equipment, you can sell it for
half the value listed here.
In the Core Rules we only had room for a
smattering of equipment to get you started. This
expansion fixes that by offering you a
comprehensive selection of gear that you can
purchase for your Hero between Quests.
Unlike in the Core Rules, the equipment presented
here is broken up into sections: weapons, armour,
ranged weapons and miscellaneous.
This list also included an availability column.
Before you can purchase an item, you must roll 1
d10 and equal or beat the availability score. If you
do, you may purchase the item. If you fail, you may
not try to buy that item again until after your next
Quest.
Weapons
Item
Cost
Availability
Special Rules
Axe
8 coins
3+
+2 damage bonus, -1 Fighting Skill
Battle axe
10 coins
6+
+2 damage bonus, cannot be used with shield
Broadsword
20 coins
6+
+3 damage bonus, -1 Fighting Skill
Club
6 coins
2+
+1 damage bonus
Dagger
2 coins
2+
+0 damage bonus
Great sword
40 coins
7+
+4 damage bonus, cannot be used with shield
Lance
25 coins
6+
+2 damage bonus (+4 if on a horse), cannot be used
with shield)
Mace
20 coins
4+
+2 damage bonus, if you hit chance to stun enemy
(roll 1 d6; on 5+ enemy deals no damage next turn if
it hits)
Morning star
35 coins
6+
+4 damage bonus, -1 Fighting Skill
Pole arm
25 coins
7+
+3 damage bonus, cannot be used with shield
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Item
Cost
Availability
Special Rules
Rapier
15 coins
5+
+1 damage bonus, you win turn if Fighting Skill
rolls are equal
Short sword
6 coins
4+
+1 damage bonus
Spear
15 coins
3+
+2 damage bonus (+3 if on a horse), cannot be
used with shield
Staff
4 coins
3+
+1 damage bonus, cannot be used with shield
Sword
15 coins
4+
+2 damage bonus
War hammer
12 coins
5+
+1 damage bonus, if you hit chance to stun enemy
(roll 1 d6; on a 5+ enemy deals no damage next turn
if it hits)
Missile Weapons
Missile weapons are a new concept not presented in
the Core Rules. They include weapons that can be
used from a distance, such as bows, crossbows and
thrown weapons.
The rules for using these types of weapons are
simple. Unless you are otherwise told, you may use a
missile weapon once before a battle. Make Fighting
Skill rolls as normal but, if your enemy hits, he does
not inflict any damage.
If you hit, your missile weapon has hit and you roll
for damage as normal.
After that battle returns to normal, with both
combatants able to deal damage.
Item
Cost
Availability
Special Rules
Bow
30 coins
5+
+2 damage bonus
Crossbow
50 coins
6+
+3 damage bonus
Dwarven rifle
80 coins
8+
+4 damage bonus, -1 Fighting Skill
Javelin
12 coins
3+
+1 damage bonus
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Sling
8 coins
2+
+1 damage bonus, -1 Fighting Skill
Throwing axe
10 coins
4+
+2 damage bonus, -2 Fighting Skill
Throwing knife
5 coins
4+
+0 damage bonus
Armour
Item
Cost
Availability
Special Rules
Breast plate
20 coins
5+
+2 armour bonus
Buckler
2 coins
3+
When hit, roll 1 d8: on 8, ignore all damage
Chain mail
15 coins
5+
+2 armour bonus, -1 Reflexes
Full plate
50 coins
7+
+4 armour bonus, -2 Reflexes
Great shield
12 coins
5+
When hit, roll 1 d4: on 4, ignore all damage, -1
Fighting Skill
Leather armour
10 coins
3+
+1 armour bonus
Plate mail
30 coins
5+
+3 armour bonus, -1 Reflexes
Shield
5 coins
3+
When hit, roll 1 d6; on 6, ignore all damage
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Miscellaneous
Item
Cost
Availability
Special Rules
Acid
20 coins
6+
Cause on enemy to lose 1 d8 Wounds, one use
only
Ale
2 coins
2+
+1 Strength, -1 Fighting Skill, -1 Reflexes for next
two Encounters, one use only
Backpack
12 coins
4+
Carry 5 extra items
Bandages
3 coins
2+
Restore 1 Wound, on use only
Blade venom
12 coins
6+
Damage bonus increased by +1 for one Encounter,
one use only
Garna fruit
7 coins
4+
Add +1 to next Test, one use only
Healing potion
10 coins
4+
Restore 1 d6 Wounds, one use only
Holy water
15 coins
5+
Cause an undead enemy to lose 1 d6 Wounds, one use
only
Horse
20 coins
4+
Lantern
3 coins
3+
One use only
Lock picks
15 coins
6+
+1 bonus when opening locked item
Lucky charm
10 coins
5+
Re-roll one failed Test, one use only
Map
25 coins
5+
One use only, use at start of Quest. For that Quest
roll twice for each Encounter and pick one.
Rope
5 coins
2+
+1 bonus when climbing
Sack
8 coins
2+
Carry 3 extra items
War horse
30 coins
6+
+1 Fighting Skill while riding
Chronicles of Arax is copyright Crystal Star Games, 2011. Written by Shane Garvey. All names and places are completely
fictional and are not meant to represent any location or person, living or dead.
Facebook:
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