Artisans do work of varying quality.
Some of their work may be exceptional
in some way, but the normal AD&D™
melee rules offer no way of showing the
effect of this exceptional work. The following
is a system to distinguish between the many levels of quality — good
and bad — in the manufacture of shields,
armor, and weapons.
The majority of weapons, armor and
shields bought from artisans will be of
good quality. They will sell for the prices
listed in the Players
Handbook, plus or
minus 20%, in most cases. Some few
craftsmen, about 20% of them, will be
exceptionally good and have a high skill
level. Conversely, about 10% (this percentage
is lower because work of poor
quality will not last, and neither will
the
craftsman) will produce work of low
quality.
Shields
A good shield gives the wearer a benefit
of 1 on his or her armor class. As
stated in the rules, for example, chain
is
AC 5 while chain and shield is AC 4.
Exceptional shields benefit armor class
even more than normal good shields, but
not to the extent of another +1 benefit.
The best way to represent this extra improvement
is to make the blow to hit the
shield at a selective minus. This is done
by saying that a particular number, when
rolled vs. this particular shield, will
be
reduced by 1. For example, a shield
might be exceptional on a roll of 13,
so
that whenever an opponent rolls a natural
13 the DM will read it as a 12 instead.
This does not take into account a magical
bonus on the opponent’s weapon or
any bonus the wielder might have to hit
due to exceptional strength. If such bonuses
do apply, they are added in the
normal manner. For instance, if the opponent
has a strength of 17 he is +1 to hit
due to strength. If his weapon is +1,
there
is a second bonus. If he rolls a natural
13
against the exceptional shield described
above, the DM reads it as 12 + 1 + 1 =
14,
instead of the usual 13 + 1 + 1 = 15.
Note
that an adjusted 14 or 15 might not even
be enough to hit the particular armor
class, or the armor class might be hit
on
only a 10 or 11. Thus, the shield will
only
apply to 5% of the normal “to hit” probabilities.
This particular shield will con
vert a natural 13 to a 12 — no more and
no less. If a natural 14 is rolled, it
stays a
14; if a natural 12 is rolled, it stays
a 12.
Shields of good quality would then
cost more and have a particular property.
The standard “large shield” as per the
Players Handbook is valued at 15 gp.
Below is a table of exceptional shields,
each valued at more than 15 gp because
of its nature. If a dice roll is made
to
generate a type of exceptional shield
at
random, this will indicate the highestquality
shield a particular armorer is able
to produce, and one of higher quality
cannot ever be made by that particular
craftsman.
Good quality shields
Dice | No(s).
reduced |
Cost
(gp) |
Extra days to make |
01-40 | 13 | 18 | 1 |
41-60 | 14 | 20 | 1 |
61-70 | 15 | 23 | 1 |
71-75 | 16 | 27 | 1 |
76-78 | 17 | 32 | 2 |
79-80 | 18 | 40 | 2 |
81-82 | 19 | 50 | 2 |
83-84 | 13-14 | 60 | 3 |
85-86 | 14-15 | 70 | 3 |
87-88 | 15-16 | 80 | 3 |
89-90 | 16-17 | 90 | 3 |
91-92 | 17-18 | 100 | 4 |
93 | 18-19 | 110 | 5 |
94 | 13-15 | 125 | 6 |
95 | 14-16 | 140 | 7 |
96 | 15-17 | 160 | 8 |
97 | 16-18 | 180 | 9 |
98 | 17-19 | 200 | 10 |
99 | 16-19 | 225 | 11 |
00 | 15-19 | 250 | 12 |
Note: The “No(s). reduced” column indicates the “to hit” die roll(s)
reduced by 1 when rolled
vs. the
particular shield;
thus, a type “00”
shield will diminish
by 1 any natural “to hit” die roll in the range of 15
through 19.
The additional rule can be added that
only exceptional shields of this sort
can
be magical. If this is true, only one
shield
maker in 500 (remember that only 20%
can make any type of exceptional shield)
can make a shield that eventually could
be magicked to +5 enchantment.
Poor-quality shields, or shields that
are damaged (if you play some rules that
take into account shield damage) would
have the opposite effect: for instance,
on
a “to hit” roll of 14 the die would be
read
as 15 instead. As above for high-quality
shields, other rolls would be unchanged,
so a natural 13 stays a 13 and a natural
15
stays a 15.
A table of poor shields would look like
this:
Good quality shields
Dice | No(s).
increased |
Cost
(gp) |
Days less to make |
01-40 | 14 | 15 | 0 |
41-60 | 15 | 15 | 0 |
61-70 | 16 | 15 | 0 |
71-80 | 17 | 15 | 0 |
81-85 | 18 | 15 | 0 |
86-90 | 15-16 | 15 | 0.5 |
91-93 | 16-17 | 15 | 0.5 |
94-95 | 17-18 | 15 | 0.5 |
96 | 15-17 | 15 | 1 |
97 | 16-18 | 15 | 1 |
98-99 | 15-18 | 15 | 1.5 |
00 | 14-18 | 15 | 1.5 |
Note: The “No(s). increased” column indicates which “to hit” rolls
are increased by one
when rolled
against the particular
shield; thus,
a type “00” poor quality
shield
causes any “to hit”
roll against it in
the range of 14 through
18 to be
increased by 1. “Days
less to make”
is taken as a subtraction
from the
usual number of days
an armorer
needs to make a normal
shield.
Note also that the
price does not
go below 15 gp in any
event; poor
quality is not less
expensive.
Armor
Exceptional armor can be produced in
the same way as exceptional shields. I
would limit this to metal types, and to
make life even easier let’s say that only
chain
and plate can be exceptional. The
percentages are different from those for
shields: 15% of all armorers make high
quality armor, and just as many make
bad armor. The other 70% produce normal
armor, chain costing 75 gp and being made in 45 days and plate going for
400 gp with a 90-day construction time.
You can rule, using historical precedent,
that not all armorers make plate. The
chart on the top of the following page
takes into account that rule.
Armorer's Skills
Dice | No(s).
reduced |
01-10 | poor chain, no plate |
11-13 | poor plate, no chain |
14-15 | poor plate and chain |
16-50 | average chain, no plate |
51-55 | average chain, poor plate |
56-60 | average chain and plate |
61-70 | good chain, no plate |
71-80 | good plate, no chain |
81-85 | good chain, poor plate |
86-90 | good plate, poor chain |
91-97 | good chain, average plate |
98-00 | good chain and plate |
Mixing good quality chain and shield
can get a little complicated. If the shield
converts a roll of 15 to 14 and chain
converts 18 to 17, then things are straightforward. When the numbers overlap
it
becomes more difficult: What happens if
both chain and shield convert 16 to 15?
In a case of exact and complete overlapping,
consider half of the rolls at the next
higher number as being converted, as
well as half of the rolls at the next
lower
number. Thus, a set of chain and shield
that converts 16 to 15 would convert half
of the blows that score a natural 15 to
14
and half of the blows that score a natural
17 to 16. The procedure is as follows:
Roll the dice; 15 comes up. Roll d%; on
01-50 the 15 becomes 14, and on 51-00
the 15 remains 15.
The overlap is of no additional benefit
in cases where it is not an exact and
complete overlap, such as when chain
and shield both affect more than one “to
hit” humber but the rolls they affect
are
not all the same. Consider a set of chain
that converts 17 to 16 and 16 to 15, used
with a shield that converts 16 to 15 and
15 to 14. If 17 is rolled in such a case
it
becomes 16; 16 becomes 15; and 15 becomes
14. A natural 18 stays 18 and a
natural 14 remains 14.
If an armorer produces other than average
chain or plate, use the appropriate
table (good chain, poor chain, good
plate, or poor plate) from those that
follow.
Good quality chain
Dice roll | No(s).
reduced |
Cost Extra days
(gp) |
Extra days to make |
01-35 | 16 | 80 | 3 |
36-60 | 17 | 90 | 5 |
61-80 | 18 | 100 | 8 |
81-90 | 19 | 120 | 11 |
91-92 | 16-17 | 145 | 14 |
93-94 | 17-18 | 175 | 18 |
95-96 | 18-19 | 200 | 22 |
97 | 16-18 | 250 | 28 |
98 | 17-19 | 285 | 32 |
99 | 16-19 | 330 | 40 |
00 | 15-19 | 400 | 45 |
Armor of types 91 to 96 can be
enchanted to +2; types 97 and 98
can be enchan ted to +3; armor type
99 can be enchanted to +4; and
only armor type 00 can be enchanted to
+5. Armor types 01 to 90 can
be enchanted to +1.
Poor quality chain
Dice
roll |
No(s).
reduced |
Cost
(gp) |
Days less to make |
01-30 | 16 | 75 | 0 |
31-50 | 17 | 75 | 0 |
51-70 | 18 | 75 | 0 |
71-80 | 16-17 | 70 | 3 |
81-90 | 17-18 | 70 | 5 |
91-94 | 16-18 | 65 | 8 |
95-97 | 17-19 | 50 | 12 |
98-99 | 16-19 | 40 | 20 |
00* | 16-19 | 30 | 20 |
* — Type 00 poor quality chain
causes 16 to convert to 18, and 17
to convert to 19. All other increases
are +1 only.
Poor quality chain can never be
magical, not even cursed.
Good quality plate
Dice Roll | No(s).
reduced |
Cost
(gp) |
Extra days to make |
01-40 | 16 | 420 | 3 |
41-65 | 17 | 440 | 4 |
66-75 | 18 | 460 | 5 |
76-80 | 19 | 480 | 6 |
81-88 | 16-17 | 510 | 10 |
89-91 | 17-18 | 540 | 13 |
91-92 | 18-19 | 570 | 16 |
93-94 | 16-18 | 620 | 20 |
95-96 | 17-19 | 670 | 25 |
97-98 | 16-19 | 685 | 30 |
99-00 | 15-19 | 700 | 40 |
Types 01 to 80 can be
+1; types
81-92 can be +2; types 93-96 can be
+3; types 97-98 can be +4; and
types 99-00 can be +5.
Poor quality plate
Dice roll | No(s).
increased |
Cost
(gp) |
Days less to make |
01-20 | 13 | 400 | 6 |
21-40 | 14 | 400 | 0 |
41-50 | 15 | 400 | 0 |
51-55 | 16 | 400 | 0 |
56-60 | 17 | 400 | 0 |
61-64 | 18 | 400 | 0 |
65-66 | 19 | 400 | 0 |
67-75 | 13-14 | 380 | 5 |
76-80 | 15-16 | 360 | 10 |
81-85 | 17-18 | 340 | 15 |
86-90 | 18-191 | 320 | 20 |
91-95 | 13-152 | 300 | 25 |
96-97 | 16-193 | 280 | 30 |
98-00 | 13-193 | 250 | 45 |
1 — Rolls
of 18 and 19 both convert to 20.
² — All nos. convert
to the roll +2 instead of +1.
³ — All nos. convert
to the roll +2, maximum of 20.
All armor and shields of exceptional
quality — good or otherwise — must be
custom-made. None can be bought “off
the rack.” One person’s armor or shield
will not operate for someone else unless
he is very near the same size, strength
and dexterity.
Plate armor, whether of exceptional
quality or not, is never brought off the
rack. It must be custom-made, or it will
not fit correctly. Improperly fitting
plate
can be rolled on the “poor quality plate”
table to simulate the binding and tight
fit
in some location of the suit that would
occur.
The care of
armor and shields
Armor and shields must be kept in
good working condition. They need polishing
and cleaning. This is especially
true of a suit of armor caught in the
rain,
If a rain-soaked suit of armor is not
cleaned and dried soon thereafter (within
13-24 hours), it will begin to rust and
become tight in places. Quality armor
(good or bad) will deteriorate one category
for each time period (13-24 hours) it
is allowed to go unmaintained. Deterioration
can be reversed if attended to
promptly, but it is permanent if the armor
is allowed to slip two notches in quality.
Deterioration occurs in steps of from
13
to 24 hours apart.
For example, a set of type 93 good
quality chain
(converts 18 to 17 and 17 to
16) is worn by a figure who must march
through a rainstorm. He does not clean
or dry the armor thereafter. Roll d12
and
add 12; the result is 7 + 12 = 19 hours.
The
suit will deteriorate, at least temporarily,
to type 91 (converts 17 to 16 and 16 to
15)
if it is not cleaned and dried within
that
19 hours. If it is still not maintained
through another randomly determined
time period (we’ll say 14 hours this time),
it will deteriorate to type 81 (converts
19
to 18). If it is now cleaned and dried,
it
can never again act as type 93 armor,
but
can be improved to type 91 at best.
Further deterioration from type 81 would
take it to type 61, type 36, then type
01.
Beyond that point, it would become ordinary
chain for 2-5 days, and would
then begin to slide down the “poor quality
chain” chart.
Thus, armor or shields (the system
works the same way for shields) found
in
a treasure trove must be examined carefully
for rust and defects; if left untouched
and unpolished, it might deteriorate if
it
is not already in good working condition.
Magic armor will not deteriorate, but
it
might be discolored by tarnish and light
surface rust.
Exceptional
quality weapons
I do not pretend to be a weapons
expert; however, I feel that some weapon
types cannot achieve the same degree of
high quality that others can; for instance,
a sword can be better crafted than the
best cudgel in the world.
The following categories delineate the
types of quality that can be achieved:
Group One: Can only be achieved by
swords and scimitars. They can be up to
+5 in enchantment and of the best quality.
Group Two: As high as maces can go.
They can be up to +4 in enchantment and
of the next best quality.
Group Three: The highest level of
quality for arrows, axes, crossbows,
daggers, hammers, spears, and tridents.
They can be up to +3 in enchantment and
of good quality.
Group Four: The highest category for
crossbow bolts, javelins, and slings.
They can be up to +2 in enchantment and
of good quality.
Group Five: The upper limit in quality
for battle axes, bows, flails, military
picks, and morning stars. They can be
up
to +1 in enchantment and of fair quality.
Group Six: Maximum quality for darts,
scepters, halberds, lances, sling bullets,
and quarter staffs. Optionally, they can
be enchanted up to +1 (even +2) and can
be of fair to good quality. They cannot
be
repaired well and may lose enchantment
easily.
Group Seven: Highest quality possible
for pole arms not specifically mentioned
above. They are very rarely magical and
of only poor quality.
Group Eight: The lowest quality category,
used for sling stones, clubs, and
any makeshift weapon or substitute
weapon such as a candlestick, pitchfork,
hoe, ax handle, etc. They are never magic
and are of dubious quality.
To determine the quality level of a particular
artisan, refer to the appropriate
table(s) following. The procedure for
sword smiths is different from that for
other types of weapon makers (primarily
because there are so many different
kinds of swords), and is listed first.
Sword smiths
All sword smiths can make daggers.
Each one will also have the skill to construct
one or more of the five main types
of swords: short (S), broad (B), long
(L),
bastard (Ba), and two-handed (T). Roll
percentile dice for a particular artisan
and refer to the list below to find which
type(s) of sword that craftsman can
construct:
01-10 | S only. |
11-20 | B only. |
21-30 | L only. |
31-33 | Ba only. |
34 | T only. |
35-50 | S and B. |
51-55 | S and L. |
56-65 | B and L. |
66-80 | S, B, and L. |
81-90 | B and T. |
91-96 | L and T. |
97-98 | B, L, and Ba. |
99 | L and Ba. |
00 | All types |
A general quality level is assigned to
each sword smith by another roll of percentile
dice, using the appropriate category from the following list:
Roll of 01-07: Quality Group Eight.
The smith’s weapons will be poor. On a
roll of 1 on d6, a weapon produced by
this smith will convert a certain “to
hit”
number downward, just as with shields
and armor. For such a weapon, roll percentile
dice again and consult this list:
:
01-60 | 14 becomes 13. |
61-80 | 15 becomes 14. |
81-90 | 16 becomes 15. |
91-97 | 17 becomes 16. |
98-99 | 18 becomes 17. |
00 | 19 becomes 18 |
Roll of 08-20: Quality Group Seven.
The smith’s weapons will be of generally
poor quality. One out of eight weapons
will be very good or very bad; roll d8,
and
if a “1” results, roll percentile dice
and
refer to the following:
01-70 | Roll again, using list given above for Group Eight weapons. |
71-00 | Roll on Group Six list given hereafter. |
Roll of 21-75: All weapons produced
by this smith are of acceptable quality
(but not exceptional).
Roll of 76-85: One in four weapons
made by this smith can be rolled on the
list for Group Six.
Roll of 86-93: One in three weapons
can be rolled on list for Group Five.
Roll of 94-95: One in two weapons
can
be rolled on list for Group Four.
Roll of 96-97: Every weapon made
by
this smith is rolled on list for Group
Three.
Roll of 98-99: Every weapon is rolled
on list for Group Two.
Roll of 00: Every weapon is rolled
on
list for Group One.
Weapon specifications
by Quality Group
When a result refers to a Quality Group
of Six or higher (up to One), use the
appropriate list in this section to determine
the “to hit” number(s) which are
adjusted for that weapon.
This section
applies for other types of weapons as
well as swords.
Group Six:
01-30 | 13 becomes 14 |
31-55 | 14 becomes 15 |
56-74 | 15 becomes 16. |
75-90 | 16 becomes 17. |
91-97 | 17 becomes 18. |
98-00 | 18 becomes 19 |
Group Five:
01-90 | Roll on Group Six list |
91-00 | 19 becomes 20 |
Group Four:
01-85 | Roll on Group Six list |
86-92 | 13/14 becomes 14/15 |
93-96 | 14/15 becomes 15/16 |
97 | 15/16 becomes 16/17 |
98 | 16/17 becomes 17/18 |
99 | 17/18 becomes 18/19 |
00 | 18/19 becomes 19/20. |
Group Three:
01-70 | Roll on Group Four list |
71-90 | 13/14/15 becomes 14/15/16 |
91-96 | 14/15/16 becomes becomes 15/16/17 |
97-98 | 15/16/17 becomes 16/17/18 |
99 | 16/17/18 becomes 17/18/19 |
00 | 17/18/19 becomes 18/19/20 |
Group Two:
01-60 | Roll on Group Three list |
61-90 | 13-16 becomes 14-17 |
91-96 | 14-17 becomes 15-18 |
97-99 | 15-18 becomes 16-19 |
00 | 16-19 become 17-20 |
Group One:
01-60 | Roll on Group Two list |
64-90 | 13-17 becomes 14-18 |
91-97 | 14-18 becomes 15-19 |
98-00 | 15-19 becomes 16-20 |
How to use these charts: The players
enter town and find a sword smith. Roll
to determine what type(s) of swords he
makes; on a roll of 71, he makes short,
broad and long swords. Then roll to find
the Quality Group his work belongs to.
This is a one-time roll for each sword
smith, unless and until two years pass,
in
which case he might (40% chance) have
moved up one Quality Group in the
meantime. On a roll of 94, this smith
is
determined to be able to produce Group
Four swords as his best current product.
If Enchant an Item is available, such
a
weapon might be magicked up to +2 enchantment.
(Optional rules: only the best
weapon type in any Group can be multipurpose.
Only one of the top three weapon types in any Group can be aligned
and considered an “exceptional sword.”)
You pay the man to make a long
sword. He does this, and then you roll
to
see what quality of weapon he actually
produced. On the average, every other
sword this smith produces may qualify
for Quality Group Four. This is one such
sword. A roll on the Group Four list
comes up a 73. Another roll is taken,
this
time on the Group Five list. This roll
is an
81, which means yet another roll, this
time on the Group Six list. This result
is a
34, which means the weapon the smith
produced will convert any natural 14 to
a
15 for the purpose of “to hit” determination.
The weapon could be magicked up
to +1. It cannot, for example, be magicked
to become +1/+2 vs. magic-using
and enchanted creatures for two reasons:
First, it is not a possible +2 weapon;
second, it is not within the top three
types of a +1 weapon (17 to 18, 18 to
19,
or 19 to 20) and thus cannot be “exceptional”
or aligned.
Other weapon types
The Quality Group lists given above
are used for other weapon smiths besides
swordmakers. First, determine the
type(s) of weapon(s) a particular smith
can make. Then find the Quality Group
list to refer to and roll as given.
There are five main types of weapon
smiths besides swordmakers: bowyers.
fletchers, crossbow smiths, those who
make hafted weapons, and those who
make castable pole arms and lances.
Bowyers
will be able to make any type
of normal bow (not a crossbow), and
30% of all such smiths also make arrows
as well.
Fletchers
will be able to make any
normal type of arrow, and 5% of them
also make bows (like a bowyer) as well.
Crossbow smiths can construct light
or heavy
crossbows, and 80%
of them
also make bolts for those weapons.
Hafted weapon smiths will have various
talents. A few of them are able to
construct all types of hafted weapons:
axes (A), battle
axes (B), maces (M),
hammers (H), Morning stars (MS), flails
(F), and pole arms (P) not designed for
throwing. Determine the talents of a particular
smith by rolling percentile dice
and referring to this list:
01-10 | A and B. |
11-25 | M and H. |
26-40 | MS and F. |
41-50 | P only. |
51-65 | M, H, and MS. |
66-80 | M, H, and P. |
81-95 | A, B, M, and H. |
96-00 | All types. |
Castable pole arm smiths and lance
smiths also have varying talents,
with
only 10% of all such artisans able to
construct all four types: spears (S),
javelins
(J), lances (L), or other pole arms (P):
01-40 | S only. |
41-65 | S and J. |
66-70 | L only. |
71-90 | S, J, and L. |
91-00 | All types. |
Quality Group
determination
All weapon types except for swords
are included on one of the columns in
the following table. To determine the
Quality Group into which a particular
smith’s work falls, roll percentile dice
and cross-index the dice result with the
weapon type in question. A different roll
is made for each weapon type; thus, a
smith might produce relatively high-quality
spears while at the same time making the worst javelins in the country.
Columns on the chart are keyed as
follows:
A = daggers
B = maces
C = arrows, axes, crossbows,
hammers, spears, tridents
D = crossbow bolts, javelins, slings
E = battle axes, bows, flails,
military picks, morning stars
F = darts,
halberds, lances,
sling bullets, quarter staves
Quality Group chart
Dice roll | A | B | C | D | E | F |
01-04 | 8 | 8 | 8 | 8 | 8 | 8 |
05-12 | 7 | 7 | 7 | 7 | 7 | 7 |
13-20 | 6 | 6 | 6 | 6 | 6 | 7 |
21-50 | 5 | 5 | 5 | 6 | 6 | 7 |
51-70 | 4 | 4 | 5 | 6 | 6 | 7 |
71-85 | 3 | 3 | 4 | 5 | 6 | 6 |
86-95 | 3 | 3 | 3 | 5 | 5 | 6 |
96-00 | 3 | 2 | 3 | 4 | 5 | 6 |
Estimating
quality
Once the Quality Group is known on a
weapon-by-weapon-available basis, the
lists for each group will indicate how
well
the weapon actually turns out. The quality
of the final product can be told correctly by the smith
60% of the time. The
other 40% of the time he will think it
is
one step above or below what it actually
is.
Thus, if a sword smith who is capable
of producing Group One weapons looks
at his final work, he can come very close
to its exact quality determination. As
an
example, say it rolls up (beginning on
the Group One list) as follows: 54 (move
to Group Two list); 67 (move to Group
Three list); 98 (he produced a weapon
that converts 15 to 16, 16 to 17, and
17 to
18 — what is called a type 97 weapon on
the Group Three list). When the smith
examines the weapon, he will estimate
it
as being a type 91 (20% of the time),
type
97 (60% of the time) or type 99 (20% of
the time). Naturally, the smith is not
obligated to disclose his appraisal.
Is the price
right?
Weapon making is an art that always
tries for a certain level of excellence
but
may not achieve it; by contrast, an armorer
knows what he will end up with
and knows what to charge — exactly —
for the final product. Starting with the
prices
given in the Players Handbook,
here is a list of multipliers for the
weapons, depending on the appraisal of the
weaponsmith, that would constitute a
fair price for a certain weapon. As illustrations
of how to use this list, consider the sword examples used earlier. The
first one (Group 6, type 31 long sword)
is
fairly priced at (2.5 x 15 gp) = 37.5
gp.
The second one (Group 3, type 97 long
sword) is worth (20 x 15) = 300 gp.
Group and type | Price multiplier |
8 poor | 0.75 |
8 average | full price |
7 poor | 0.90 |
7 average | full price |
7 good | 1.5 |
6 type 01 | 2.0 |
6 type 31 | 2.5 |
6 type 56 | 3.0 |
6 type 75 | 3.5 |
6 type 91 | 4.0 |
6 type 98 | 4.5 |
5 type 91 | 5.0 |
4 type 86 | 6.0 |
4 type 93 | 7.0 |
4 type 97 | 8.0 |
4 type 98 | 9.0 |
4 type 99 | 10.0 |
4 type 00 | 12.0 |
3 type 71 | 14.0 |
3 type 91 | 17.0 |
3 type 97 | 20.0 |
3 type 99 | 24.0 |
3 type 00 | 28.0 |
2 type 61 | 34.0 |
2 type 91 | 40.0 |
2 type 97 | 47.0 |
2 type 00 | 55.0 |
1 type 61 | 70.0 |
1 type 91 | 85.0 |
1 type 98 | 100.0 |