Weapons are common within games, and many exist. There are both melee weapons and ranged weapons; melee weapons are used in close quarters combat while ranged weapons encompass bows, crossbows, and thrown weapons.
Improvised weapons (such as shovels, fishing rods, sticks, chairs, and so on) use either Simple, or an appropriate Skilled check, this being up to the GM. For examples, shovels would use Skilled (Hewing) and Fishing Rods using Skilled (Fishing).
Improvised weapons deal 1d4 base damage and possess 8 Integrity. This can be modified by a GM depending on the situation. In addition, GMs may allow some improvised weapons to possess other special properties. Such as an especially large weapon possessing Pummeling.
Weapons also possess Special Materials which can be applied to them, or Magical Enchantments which can greatly benefit them.
Two-Weapon Fighting (Simple Technique)
Two-weapon fighting (also known as dual wielding) often comes up or is referenced; the rules for doing so are being re-referenced here. You can also see these rules (as well as the rules for other weapon techniques) in the Weapon Techniques page.
For each attack past your first attack you can choose which weapon you're attacking with (your main hand or off-hand), dealing damage as appropriate. Your off-hand weapon is the weapon opposite of your first weapon which you didn't attack with (for example if you attack first with a longsword and then attack with your dagger, your dagger is considered your off-hand). Choosing to Two-Weapon Fight is a Simple Technique, and you suffer a -8 penalty on your off-hand attacks when choosing to do so, and a -4 penalty to your main hand.
The cost of the weapon, typically denoted in Silver Pieces (sp) or Gold Pieces (gp) for the more expensive weaponry.
How much damage a weapon deals on its own (not including the wielder's own attributes and abilities) - melee and thrown weapons automatically add Power to damage unless otherwise specified. Ranged weapons don't add any attribute to damage unless otherwise specified.
Damage type is listed next to the damage number (example; 1d6 slashing) and is one or more of the following; Slashing, Piercing, and/or Bludgeoning. Some weapons deal multiple damage types at once, or can switch to deal a different damage type with another part of the weapon entirely. Doing multiple damage types at once is written with an "and", and being able to switch damage types is written with an "or" instead.
This is whether the listed weapon is meant to be wielded one-handed or two-handed. Weapons which are listed as one-handed can be wielded in two-hands if the wielder wishes however two-handed weapons cannot be wielded one-handed without assistance or abilities.
A weapon's Hit Points, weapons loses its integrity through repeated use over time, and wielders can willingly spend Integrity for parrying or scoring critical hits sometimes. At 0 Integrity, a weapon gains Broken at Severe Intensity, and cannot be used. It must be repaired by a Weaponsmith.
Weight of the weapon as listed in pounds (lbs.), heavier weapons tend to be two-handed whereas lighter weapons are one-handed or ranged weapons.
Special abilities a weapon may possess; the following below is a list of common weapon special abilities
Subduing: This weapon doesn't take the normal -5 penalty when choosing to deal nonlethal damage on a weapon attack.
Fatiguing: When dealing damage, the opponent also loses 2 points of Stamina.
Deadly: Foes who take damage to HP suffers Pain at Low Intensity.
Skilled: The skill listed can be used in place of the Weapon skill for the purpose of attack rolls.
Ranged: This weapon is a ranged weapon (like a bow or crossbow), and the number of squares listed is its max range.
Thrown: This melee weapon can also can be thrown at a number of squares equal to the number of squares listed.
Impaling: If this weapon is used on a charge attack, it deals double damage. This can only be used with piercing damage.
Backswing: Subsequent attacks made with a weapon using its second listed damage type, halve the Stamina cost for the attack.
Off-Hand: When this weapon is used in the off-hand for two-weapon fighting, this weapon costs half Stamina to attack with.
Reach: You are able to attack enemies an additional 1 square away from you.
Finesse: Use Agility (if higher) in place of Power when dealing damage.
Bleed: Opponents hit by this weapon are afflicted with Bleed at Low Intensity.
Parry: When spending Integrity to parry with this weapon, halve Integrity that needs to be spent (minimum of 1).
Pounding: Against armor, deal an additional 1d12 damage to Defense Points. This is 2d12 if it also possess Shield Breaker.
Shield Breaker: Against shields, deal an additional 1d12 damage to Defense Points. This is 2d12 if it also possess Pounding.
Shielding: This weapon can also function as a shield, using its Integrity as its Defense Points.
Hand Guard: Prevents called shots against the arms, and grants an additional 5 max Defense Points to the arms.
Disarm: After parrying, you can make a free Disarm attempt against the opponent.
Savage: Reroll 1s on damage results with this weapon.
Pummeling: Enemies hit by this weapon fall prone in addition to the damage dealt unless they make a DC 25 Balance check.
Brutish: On the Weapon skill, Power can be used for attacks in place of the normal stat rolls required (Precision + Agility).
Composite: This weapon adds Power to damage, unlike normal. This can only be applied to Ranged weapons.
Fragile: This weapon has trouble against metal armor. Upon striking non-leather armor, it takes 1d4 damage to its Integrity.
Penetration: This weapon deals damage to an opponent's HP directly on a successful hit. The damage is listed in parenthesis.
Returning: This thrown weapon returns to the thrower's hand after being used for an attack.
Simple weapons are weapons which take little to no training to pick up and use, often being equipment with a simple method of attacking as opposed to the styles required to learn swordplay, or bowmanship.
Cost: N/A; Damage: 1d4 bludgeoning; Handedness: One-Handed; Integrity: N/A (see below); Weight: N/A; Qualities: Subduing, Skilled (Brawling or Wrestling)
Unarmed attacks are referenced as an "unarmed strike", utilizing any art of the body to make an attack. This attack (without training) is usually weaker than just using a normal weapon. Unarmed strikes can use Brawling or Wrestling for attack rolls in place of Weapon (Simple) if they are higher, and you can choose to deal nonlethal damage with an unarmed strike without taking any penalties due to the attack being nonlethal. If you would normally spend Integrity when using an ability with an unarmed strike, you instead spend Hit Points.
Cost: 10 Silver; Damage: 1d8 bludgeoning; Handedness: One-Handed; Integrity: 6; Weight: N/A; Qualities: Hand Guard, special
Knuckle dusters (also known as brass knuckles) are fashioned as a weapon held within a fist, allowing even untrained brawlers to deal plenty of damage. Although sometimes made with brass, assume knuckle dusters listed here are made with the iron material instead. While wielding knuckle dusters you use either your unarmed damage or the knuckle duster's damage, whichever is higher, and remove your unarmed strike's ability to deal nonlethal at no penalty. Instead your knuckle dusters cannot be disarmed, make you immune to called shots targeting the arm, and increases the current and maximum Defense Points of your arms by 5 while wielded.
If your unarmed strikes would deal more damage than your knuckle dusters, you instead deal an additional +1 damage while wielding them.
Cost: 30 Silver; Damage: 1d10 slashing or piercing; Handedness: One-Handed; Integrity: 8; Weight: 1 lbs.; Qualities: Thrown (4 sq.), Finesse
Daggers are simple tools most peasants having one on-hand or available at their home. Large knives (such as a butcher's knife) or combat knives (such as a hunting knife) would count as a dagger, however regular knives are usually weaker and flimsier (only dealing 1d6 slashing, cost 2 Silver, and have 3 Integrity, but still possess the Dagger's qualities). Daggers can be used as a thrown weapon with a range of 4 squares, and characters are able to use Agility for damage in place of Power (if Agility would be higher).
Cost: 20 Silver; Damage: 1d12 piercing; Handedness: One-Handed; Integrity: 8; Weight: 2 lbs.; Qualities: Finesse, Off-Hand
Dirks are thrusting daggers which are often used in knife fights during tavern brawls, although intimidating a dirk isn't often people's first choice for a weapon they'd want to bring in a fight, and instead consider it a sidearm. While using a Dirk you're able to use Agility for damage in place of Power if Agility would be higher, and in addition you can wield a Dirk in your off-hand while two-weapon fighting, halving the Stamina costs for attacks made with the Dirk while doing this.
Cost: 50 Silver; Damage: 1d20 piercing; Handedness: One-Handed; Integrity: 6; Weight: 1 lbs.; Qualities: Penetration (1d4), special
Daggers fashioned to a needle-like point, stilettos are a favorite of assassins due to their ability to pierce heavy leathers and clothes while also being easily concealable. You receive a +5 bonus to Hide checks made to hide a Stiletto on your person. In addition to this, Stilettos deals 1d4 damage directly to an opponent's Hit Points on a successful hit.
Cost: N/A; Damage: 2d6 bludgeoning; Handedness: One-Handed; Integrity: 7; Weight: 1 lbs.; Qualities: Subduing
Naught but a simple stick used for bashing, a club can be as ornate or as rough as possible, often being a large piece of wood one picked up off the ground to smack someone with. Clubs take no penalties to attack when choosing to deal nonlethal damage.
Cost: 25 Silver; Damage: 1d12 slashing; Handedness: One-Handed; Integrity: 8; Weight: 1 lbs.; Qualities: Parry, Fragile
A farming tool repurposed to serve as a close-range fighting weapon like that of a dagger, the short curved blade being made for cutting grass as opposed to slicing through people. Sickles halve Integrity spent when parrying with them, but also takes 1d4 damage to its Integrity if it strikes metal armor.
Cost: 40 Silver; Damage: 3d10+3 bludgeoning and piercing; Handedness: One-Handed; Integrity: 10; Weight: 6 lbs.; Qualities: Bleed, Penetration (1d4)
A spiked ball fitted on the end of a club, the morgenstern (also known as a morning star) employs both blunt force and sharp points to rip into an opponent's skin and cause damage. Morgensterns inflict Bleed at Low Intensity for 1d4+1 rounds when dealing damage and deal 1d4 damage directly to an opponent's Hit Points on a successful hit.
Cost: 20 Silver; Damage: 1d20+3 bludgeoning; Handedness: One-Handed; Integrity: 10; Weight: 8 lbs.; Qualities: Pounding
Alternatively just known as a "mace", these blunt weapons were common among the military, requiring less training than a sword while still being deadly. Horseman's Maces deal an additional 1d12 points of damage to the Defense Points of any armor it hits.
Cost: 4 Silver; Damage: 1d8 bludgeoning; Handedness: One-Handed; Integrity: 9; Weight: 3 lbs.; Qualities: Pounding, special
Not designed for combat usage, crowbars are long metal tools used to lever things out of their position (such as stuck doors). Crowbars deal an additional 1d12 points of damage to the Defense Points of any armor it hits, and grants a +5 bonus to any Physical skill checks which may require its usage (such as Push/Pull).
Cost: 20 Silver; Damage: 1d6 bludgeoning; Handedness: One-Handed; Integrity: 3; Weight: 3 lbs.; Qualities: Skilled (Rope Use), Subduing, Reach (3 sq.), Finesse, and Disarm
Whips on their own aren't designed with going head-on in combat in mind, however the bull whip has plenty of uses despite this other than just as a method of disciplining criminals. Bull whips can use Rope Use for attack rolls in place of Weapon (Simple) if it is higher, takes no penalties when choosing to deal nonlethal damage, has a melee reach of 3 squares instead of the usual 1, adds Agility (if higher) in place of Power for damage rolls, and on a successful Parry with the bull whip you can make a free Disarm attempt.
Cost: Varies (see below); Damage: 1d8 bludgeoning; Handedness: One-Handed; Integrity: Varies; Weight: Varies; Qualities: Subduing (or Fatiguing if a Pavise)
Using as shield offensively in combat is usually known as a "shield bash", involving striking someone with a shield suddenly before resuming your attacks. Cost, integrity, and weight are all determined by the shield itself. Shield bashes take no penalties when choosing to deal nonlethal damage. Lastly, shield bashes with a Pavise deals 2d8 bludgeoning damage instead, and instead of being able to deal nonlethal damage they cause an opponent to lose 2 Stamina on a successful hit.
Cost: 5 Silver; Damage: 1d6+1d8 piercing; Handedness: One-Handed; Integrity: 8; Weight: 4 lbs.; Qualities: Skilled (Mining), Pounding
Mining tools which weren't meant to be taken and used for combat, pickaxes can still leave devastating wounds although this is usually outweighed by more combat-ready weapons. Pickaxes can use Mining for attack rolls in place of Weapon (Simple) if it is higher, and deal an additional 1d12 points of damage to the Defense Points of any armor it hits.
Cost: 30 Silver; Damage: 2d8 slashing; Handedness: Two-Handed; Integrity: 10; Weight: 5 lbs.; Qualities: Reach, Finesse
Farming scythes (unlike those used for combat) are ill-prepared for combat but are still capable of cutting someone down in much of the same way as a sickle is, except on a larger scale. Farming scythes have a melee reach of 2 squares instead of the usual 1, and add Agility (if it is higher) in place of Power to damage rolls.
Cost: 9 Silver; Damage: 2d6 piercing; Handedness: Two-Handed; Integrity: 8; Weight: 6 lbs.; Qualities: Thrown (2 sq.)
Pitchforks are common farming tools and are often one of the first things grabbed when the peasants start rioting. Although not great as a weapon despite its three prongs, it is surprisingly aerodynamic enough to be thrown over a short distance. Pitchforks can be used as a thrown weapon with a range of 2 squares.
Cost: 1 Silver; Damage: 1d10 bludgeoning; Handedness: Two-Handed; Integrity: 6; Weight: 4 lbs.; Qualities: Subduing, Finesse
Long fashioned sticks used commonly as both walking sticks and weapons alike. Quarterstaffs take no penalties when choosing to do nonlethal damage, and add Agility (if it is higher) in place of Power to damage rolls.
Cost: 5 Silver; Damage: 3d8 slashing; Handedness: Two-Handed; Integrity: 4; Weight: 1 lbs.; Qualities: Subduing, Skilled (Brawling or Wrestling), special
Wire commonly used as a means to choke a target out silently, Garrotes are another tool favored by assassins due to their ability for silent takedowns. Garrotes take no penalties when choosing to do nonlethal damage, and can use Brawling or Wrestling for attack rolls in place of Weapon (Simple) if they are higher. Garrotes deal no damage if the opponent is wearing head armor that is currently above 0 DP.
Cost: 20 Silver; Damage: 1d8 piercing; Handedness: One-Handed, Ranged; Integrity: 3; Weight: N/A; Qualities: Ranged (6 sq.), special
Tubes usually fashioned out of bamboo or wood, blow darts allow for one to propel a dart at their target coated with a poison in order to deliver it quickly and effectively. Blow Darts have a range of 6 squares, and the dart ammunition increases poison attack rolls made by the blow dart by +4.
Cost: N/A; Damage: 1d8+1 bludgeoning; Handedness: One-Handed, Ranged; Integrity: 4; Weight: 1 lbs.; Qualities: Ranged (6 sq.), Composite
Small holsters which contain a rock or pebble which is slung at a high speed at its target. Slings have a range of 6 squares, and add your Power onto damage despite not being a thrown weapon.
Cost: 5 Silver; Damage: 3d4 bludgeoning; Handedness: One-Handed, Ranged; Integrity: 6; Weight: 1 lbs.; Qualities: Ranged (6 sq.), Returning
Curved wooden tools which when thrown the right way have the capability of returning back to its wielder or around their area. They are thrown weapons with a range of 6 squares, and after being used for an attack return back to the wielder's hands.
Cost: 1 Silver; Damage: 1d6 slashing; Handedness: One-Handed, Ranged; Integrity: 5; Weight: N/A; Qualities: Ranged (4 sq.), Deadly
Small metal discs fashioned like a star which are thrown out at foes rapidly. Shurikens are thrown weapons with a range of 4 squares, and enemies who take Hit Point damage due to a shuriken suffer Pain at Low Intensity.
One of the most popular weapons around, not only due to how common they are but also due to the culture of reverence which has been given to them, especially due in part to the Church, making the sword both a symbol of war and a symbol of Christ.
Cost: 50 Silver; Damage: 3d6 slashing or piercing; Handedness: One-Handed; Integrity: 10; Weight: 3 lbs.; Qualities: Finesse, Off-Hand
Sidearms which are usually only drawn when necessary, archer's swords (sometimes also just called "short swords") are short blades capable of defending one in a pinch, and being cheap despite being a sword. Archer's swords use Agility (if it is higher) for damage in place of Power, and you can wield the archer's sword in your off-hand while two-weapon fighting, halving the Stamina costs for attacks made with it.
Cost: 25 Silver; Damage: 2d4 slashing; Handedness: One-Handed; Integrity: 11; Weight: 2 lbs.; Qualities: Finesse, Parry
Curved knives used as a weapon just as easily as it is used for cutting through thick woodlands, the kukri are good at landing devastating blows while remaining nimble. Kukri add Agility (if it is higher) to damage in place of Power, and halve Integrity spent when parrying with a Kukri.
Cost: 70 Silver; Damage: 1d20 slashing; Handedness: One-Handed; Integrity: 18; Weight: 4 lbs.; Qualities: Hand Guard, Savage
Common swords found everyday in the hands of soldiers, knights, kings, and peasants alike with varying levels of ornateness and practice by the wielder. Longswords make you immune to called shots targeting the arm, and increases the current and maximum Defense Points of your arms by 5 while wielded, and reroll 1s on damage rolls.
Cost: 80 Silver; Damage: 2d10 slashing; Handedness: One-Handed; Integrity: 17; Weight: 3 lbs.; Qualities: Finesse, Deadly
Curved swords which lend themselves to swift and nimble blows, scimitars are popular in the Middle East and North Africa, but can be found in various forms elsewhere. Scimitars use Agility (if it is higher) for damage as opposed to Power, and foes who take Hit Point damage from a Scimitar are inflicted with Pain at Low Intensity.
Cost: 60 Silver; Damage: 2d10 piercing or 4d8 slashing; Handedness: One-Handed; Integrity: 14; Weight: 3 lbs.; Qualities: Backswing, Disarm
Short blades commonly used in Rome, the gladius is often nimble in its ability to dish out many attacks at once as well as being able to disarm foes in a pinch. Subsequent attacks made with the Gladius using its second damage type (4d8 slashing) after having attacked with the first halve Stamina spent to make the attack, and you make a free Disarm attempt if you successfully parry an attack.
Cost: 60 Silver; Damage: 3d6 slashing; Handedness: One-Handed; Integrity: 18; Weight: 4 lbs.; Qualities: Savage, Deadly
Slightly curved blades used exclusively for slicing and hacking, their design is similar to that of a machete. Falchions reroll 1s on damage rolls, and if you inflict Hit Point damage with the Falchion it inflicts Pain at Low Intensity to the opponent.
Cost: 90 Silver; Damage: 2d12 piercing or 2d10 slashing; Handedness: One-Handed; Integrity: 16; Weight: 2 lbs.; Qualities: Finesse, Penetration (1d8)
A form of rapier, the spada de lato is a capable thrusting sword which deals with foes in an elegant and refined manner befitting its fighting style. Spada de Lato use Agility (if it is higher) for damage in place of Power, and deal 1d8 points of damage directly to Hit Points on a successful hit.
Cost: 2 Gold, 50 Silver; Damage: 3d6+2d4 piercing; Handedness: One-Handed; Integrity: 17; Weight: 4 lbs.; Qualities: Finesse, Disarm, Penetration (1d4)
Larger blades than that of the spada de lato yet capable of fighting opponents in mail and plate armor more efficiently due to its maneuverability and ability to be maneuvered past joints. Estocs use Agility (if it is higher) for damage in place of Power, and you make a free Disarm attempt if you successfully parry an attack, and deals 1d4 points of damage directly to Hit Points on a successful hit.
Cost: 50 Silver; Damage: 2d12 slashing; Handedness: One-Handed; Integrity: 18; Weight: 3 lbs.; Qualities: Pounding, Savage
Also sometimes called "basket-hilted swords", broadswords are used for cutting and slicing with its double-edged blade and easily maneuverable attacks. Broadswords deal an additional 1d12 to the Defense Points of any armor it hits, and rerolls 1s on damage rolls.
Cost: 1 Gold, 20 Silver; Damage: 3d12+1 slashing; Handedness: One-Handed; Integrity: 18; Weight: 7 lbs.; Qualities: Hand Guard, Brutish
Longer and more specialized longswords, the bastard sword (also sometimes known as a "hand-and-a-half sword") is a common weapon, and is especially used by mercenaries and other swords for hire. Bastard swords make you immune to called shots targeting the arm, and increases the current and maximum Defense Points of your arms by 5 while wielded, and it allows you to use Power in place of the normal ability scores when making Weapon (Sword) rolls to attack with it.
Cost: 1 Gold, 60 Silver; Damage: 4d10 slashing; Handedness: One-Handed; Integrity: 17; Weight: 6 lbs.; Qualities: Hand Guard, Brutish, Parry
Popular weapons of the German Landsknecht, Kriegsmessers (also known as "war knives") were straight or curved single-edged swords to be wielded in one or two hands. Kriegsmessers make you immune to called shots targeting the arm, increases the current and maximum Defense Points of your arms by 5 while wielded, and it allows you to use Power in place of the normal ability scores when making Weapon (Sword) rolls to attack with it. In addition a Kriegsmesser halves the Integrity spent when parrying, however if a parry was performed you lose the immunity to called shots to the arm until the beginning of your next turn.
Cost: 1 Gold; Damage: 2d10 slashing; Handedness: One-Handed; Integrity: 17; Weight: 5 lbs.; Qualities: Parry, Disarm
Wavy blades looking like a bolt of lighting or the heat from a flame, flamberges were swords primarily utilized for disarming or breaking weaponry. Flamberges halve Integrity spent when parrying, and on a successful parry they receive a free Disarm attempt against the opponent.
Cost: 1 Gold, 50 Silver; Damage: 2d12+1 slashing; Handedness: One-Handed; Integrity: 19; Weight: 4 lbs.; Qualities: Finesse, Fragile
Swords originating from Japan, the katana has impressive cutting power especially as a straight edge sword, however it is known to struggle against metal armor. Katanas use Agility (if it is higher) for damage in place of Power, and takes 1d4 damage to its Integrity if it strikes metal armor.
Cost: 75 Silver; Damage: 1d12+2d6 slashing; Handedness: One-Handed; Integrity: 14; Weight: 2 lbs.; Qualities: Savage, Finesse
Also known as an "axe knife", these Indian weapons take a dagger-like blade and affix it onto an axe-like haft. Bhuj reroll 1s on damage rolls, and use Agility (if it is higher) for damage in place of Power.
Cost: 55 Silver; Damage: 2d4+1d8 slashing; Handedness: One-Handed; Integrity: 16; Weight: 6 lbs.; Qualities: Pummeling, Savage
Curved Egyptian sickle-swords, the Khopesh are capable weapons able to fool foes who aren't used to dealing with the nature of the curved blade. On a successful hit foes must succeed at a DC 25 Balance check or fall prone, and reroll 1s on damage rolls.
Cost: 1 Gold; Damage: 2d10 piercing or 3d8 slashing; Handedness: One-Handed; Integrity: 18; Weight: 3 lbs.; Qualities: Reach, Shield Breaker
Long curved blades which create a semi-circle, shotels are able to reach around shields that one may be using in order to attack the opponents. Shotels deal an additional 1d12 to the Defense Points of any shields it hits, and the shotel has a melee reach of 2 squares instead of the usual 1.
Cost: 2 Gold, 50 Silver; Damage: 2d10 piercing or 4d12 slashing; Handedness: Two-Handed; Integrity: 22; Weight: 15 lbs.; Qualities: Hand Guard, Shielding (22 DP), Penetration (1d6)
Large bladed weapons with wide swings and the capability of destroying armor as well as knocking foes off horseback. Zweihänders make you immune to called shots targeting the arm, and increases the current and maximum Defense Points of your arms by 5 while wielded, can be used like a shield using its Integrity (22) as its Defense Points, and on a successful hit deals 1d6 points of damage directly to the foe's Hit Points.
Cost: 4 Gold; Damage: 3d20+4 slashing; Handedness: Two-Handed; Integrity: 22; Weight: 12 lbs.; Qualities: Reach, Penetration (1d6)
Two-handed slashing blades with a wide reach, claymores are unwieldy for some due to their size, and are invaluable to armies. Claymores have a melee reach of 2 squares instead of the usual 1, and on a successful hit deals 1d6 damage directly to the foe's Hit Points.
Cost: 6 Gold; Damage: 2d10 piercing or 3d12 slashing; Handedness: Two-Handed; Integrity: 21; Weight: 8 lbs.; Qualities: Reach, Finesse
Long katanas specialized for cutting horses down in order to stop their riders from going too much further, the nodachi are long and possess exceptional reach, allowing them to be used to keep opponents at bay. Nodachi use Agility (if it is higher) for damage in place of Power, and has a melee reach of 2 squares instead of the usual 1.
Cost: 4 Gold; Damage: 5d10 slashing; Handedness: Two-Handed; Integrity: 19; Weight: 10 lbs.; Qualities: Reach, Shield Breaker, Skilled (Polearm)
Long blades bordering on being polearms, the falx's curved reverse blade was helpful or splitting shields and slicing away limbs. Falx deal an additional 1d12 to the Defense Points of any shields it hits, the falx has a melee reach of 2 squares instead of the usual 1, and the falx can use Polearms for attack rolls in place of Weapon (Sword) if it is higher.
Easy to pick up but difficult to master, polearms, are one of the most ubiquitous weapons right next to swords to be seen on the front line. Usually armies will start battles with polearms first, only switching to their swords after the initial sticking of their enemies.
Cost: 20 Silver; Damage: 1d12+2 piercing; Handedness: One-Handed; Integrity: 11; Weight: 5 lbs.; Qualities: Thrown (4 sq.), Finesse
Also sometimes referred to as javelins, these short spears are made to be used as thrown weapons typically and are able to be thrown relatively far. Light lances are melee weapons but can be thrown at a range of 4 squares, and Agility (if it is higher) can be added to damage in place of Power.
Cost: 20 Silver; Damage: 2d10+2 piercing; Handedness: Two-Handed; Integrity: 15; Weight: 12 lbs.; Qualities: Impaling, Penetration (1d6)
German thrusting spears with a thin spike at the end of the shaft, awl pikes are also sometimes known as "ahlspiess". Awl pikes deal double damage on a charge attack, and on a successful hit 1d6 damage is dealt directly to the target's Hit Points. Damage dealt by penetration (1d6) isn't doubled on a charge attack, only the weapon's normal rolled damage plus additional modifiers from the wielder.
Cost: 80 Silver; Damage: 1d20+3 piercing; Handedness: Two-Handed; Integrity: 14; Weight: 10 lbs.; Qualities: Impaling, Reach
Lances usually wielded while riding on horseback, the heavy lance is especially deadly while riding due to its capability of dealing additional damage on a charge. Heavy lances deal double damage on a charge attack, and have a melee reach of 2 squares instead of the usual 1.
Cost: 30 Silver; Damage: 3d10+3 slashing; Handedness: Two-Handed; Integrity: 16; Weight: 7 lbs.; Qualities: Reach, Pummeling
Made for hacking and slashing, the bardiche has a long cleaver-like blade it uses to cut opponents to ribbons. Bardiches have a melee reach of 2 squares instead of the usual 1, and on a successful hit foes must succeed a DC 25 Balance check or fall prone.
Cost: 40 Silver; Damage: 2d10 piercing or 2d12+1 slashing; Handedness: Two-Handed; Integrity: 15; Weight: 6 lbs.; Qualities: Reach, Brutish
Bec de Corbins are weapons similar to that of the lucerne hammer but designed instead more around its "beak" to attack, inspiring its name from Old French which means "raven's beak". Bec de Corbins have a melee reach of 2 squares instead of the usual 1, and it allows you to use Power in place of the normal ability scores when making Weapon (Polearm) rolls to attack with it.
Cost: 50 Silver; Damage: 2d10 piercing or 3d10+2 slashing; Handedness: Two-Handed; Integrity: 18; Weight: 10 lbs.; Qualities: Impaling (Piercing), Pummeling
Similar to a halberd albeit coming out to a hooked blade at the end, bills are valuable weaponry in an army due to their ability to shift from deadly piercing damage to devastating slashes. Bills deal double damage when charging (only on piercing damage), and on a successful hit foes must succeed a DC 25 Balance check or fall prone.
Cost: 20 Silver; Damage: 3d10+2 slashing; Handedness: Two-Handed; Integrity: 17; Weight: 7 lbs.; Qualities: Reach, Savage
Polearms with a blade containing a strong curve allowing it to cut extremely well, it's slashes are incredibly deadly. Fauchards reroll 1s on damage rolls, and have a melee reach of 2 squares instead of the usual 1.
Cost: 30 Silver; Damage: 2d10 slashing; Handedness: Two-Handed; Integrity: 16; Weight: 8 lbs.; Qualities: Finesse, Shielding (16 DP)
Curved blades which cut deep, and occasionally possess a small hook in order to catch riders. Glaives use Agility (if it is higher) for damage in place of Power, and it can also function as a shield using is Integrity (16) as its effective Defense Points.
Cost: 20 Silver; Damage: 3d10+2 slashing; Handedness: Two-Handed; Integrity: 15; Weight: 8 lbs.; Qualities: Finesse, Reach
Curved blades atop a shaft, its curve being so pronounced it looks similar to that of a hook. Guisarmes use Agility (if it is higher) for damage in place of Power, and have a melee reach of 2 squares as opposed to the usual 1.
Cost: 50 Silver; Damage: 2d10 piercing or 3d12+1 slashing; Handedness: Two-Handed; Integrity: 18; Weight: 10 lbs.; Qualities: Backswing
Smaller axe blades placed upon the shaft of a polearm, halberds are topped with a spike and are often used on foot. Subsequent attacks made with it using its second damage type (3d12+1 slashing) after having attacked with the first halve Stamina spent to make the attack.
Cost: 20 Silver; Damage: 2d12 piercing; Handedness: Two-Handed; Integrity: 16; Weight: 7 lbs.; Qualities: Impaling, Penetration (1d4)
Twin-pronged polearms similar to that of the pitchfork but much more suited to battle, the military fork is capable of piercing through foes easily. Military forks deal double damage on a charge, and on a successful hit they deal 1d4 points of damage directly to Hit Points.
Cost: 50 Silver; Damage: 2d12 piercing; Handedness: Two-Handed; Integrity: 16; Weight: 8 lbs.; Qualities: Reach, Parry
Spearheads mounted atop a shaft and capable of being used swiftly and efficiently, the partisan was both a war weapon as well as a ceremonial tool. Partisans have a melee reach of 2 squares as opposed to the usual 1, and halve Integrity spent when parrying with the Partisan.
Cost: 60 Silver; Damage: 2d10 piercing or 3d12 slashing; Handedness: Two-Handed; Integrity: 21; Weight: 10 lbs.; Qualities: Skilled (Weapon (Axe)), Pounding, Brutish
A hybridization of the polearm and the axe as it takes both the best and worst parts of both weapons, yet manages to remain a versatile weapon. Poleaxes can also use Weapon (Axe), deal an additional 1d12 to the Defense Points of any armor it hits, and it allows you to use Power in place of the normal ability scores when making Weapon (Polearm) rolls to attack with it.
Cost: 20 Silver; Damage: 2d10+1 piercing; Handedness: Two-Handed; Integrity: 14; Weight: 7 lbs.; Qualities: Disarm, Bleed
Trident-like spear weapons with sharp pointed spikes which make it's 'cross-hilt' appearance despite not being a sword. Ranseurs allow you to make a free Disarm attempt if you successfully parry an attack, and on a successful hit it inflicts Bleed at Low Intensity.
Cost: 30 Silver; Damage: 2d10+1 piercing; Handedness: Two-Handed; Integrity: 17; Weight: 7 lbs.; Qualities: Reach, Parry
Spears with crescent "prongs" on the sides, allowing it an easier time when it comes to parrying weapons. Spetums have a melee reach of 2 squares instead of the usual 1, and halve Integrity spent when parrying with the Spetum.
Cost: 20 Silver; Damage: 3d10+1 slashing; Handedness: Two-Handed; Integrity: 19; Weight: 10 lbs.; Qualities: Brutish
Large and weighted crescent blades atop the shaft make for powerful swings from the Voulge, dealing damage to those who dare get in its reach. Voulges allow you to use Power in place of the normal ability scores when making Weapon (Polearm) rolls to attack with it.
Powerful weapons used to split open flesh and bone as easily as it does wood when used as a tool, axes are among the most common weapons one will encounter as even lowly peasants own an axe or two for chopping wood for the winter. Whether they're trained with it as a weapon or not is another question entirely.
Cost: 8 Silver; Damage: 2d8 slashing or piercing; Handedness: One-Handed; Integrity: 10; Weight: 3 lbs.; Qualities: Off-Hand, Finesse
Handheld Iranian axes which serve well as a nimble axe unlike most other non-thrown axes. Sagaris can be wielded in your off-hand while two-weapon fighting in order to halve Stamina costs for attacks made with it, and Agility (if it is higher) is used for damage in place of Power.
Cost: 12 Silver; Damage: 4d4 slashing and piercing; Handedness: One-Handed; Integrity: 5; Weight: 2 lbs.; Qualities: Thrown (2 sq.), special
Hurlbats are axes made entirely of a single piece of flat metal, every extremity of the axe comes out to a fine point. Hurlbats are melee weapons but can be thrown with a range of 2 squares. If you don't possess arm armor (such as gauntlets) when wielding the hurlbat as a melee weapon, you suffer 1 point of damage which goes directly to Hit Points at the end of your turn if you've attacked with the hurlbat in melee on your turn.
Cost: 10 Silver; Damage: 1d10 slashing; Handedness: One-Handed; Integrity: 13; Weight: 2 lbs.; Qualities: Thrown (4 sq.), Finesse
A simple woodcutting axe which has been brought to the battlefield, a hatchet can still cut and is capable of being thrown making them a popular alternative to the hurlbat. Hatchets are melee weapons but can be thrown with a range of 4 squares, and Agility (if it is higher) is used for damage in place of Power.
Cost: 60 Silver; Damage: 2d4+1d6 slashing; Handedness: One-Handed; Integrity: 12; Weight: 6 lbs.; Qualities: Finesse, Deadly
A medium-sized cutting axe from India, the parashu is light and nimble, they are around 5 feet in height and have a cutting edge broader than the edge attached to the haft. Parashu add Agility (if it is higher) to damage in place of Power, and when dealing damage to Hit Points the opponent suffers Pain at Low Intensity.
Cost: 30 Silver; Damage: 1d12+1 slashing; Handedness: One-Handed; Integrity: 17; Weight: 3 lbs.; Qualities: Brutish, Pounding
Standard battle axes fashioned for war, unlike woodcutting axes they are fashioned with different kinds of blades to better cut into opponents. Battle axes allow you to use Power in place of the normal ability scores when making Weapon (Axe) rolls to attack with it, and deals an additional 1d12 to the Defense Points of any armor it hits.
Cost: 2 Gold; Damage: 4d6 slashing and 4d6 slashing; Handedness: Two-Handed; Integrity: 20; Weight: 9 lbs.; Qualities: Reach, Backswing
Double-bladed axes which are long and capable of swinging in wide arcs due to its length and the size of the blades. Labrys have a melee reach of 2 squares instead of the usual 1, and subsequent attacks made with it using its second damage type (4d6 slashing) after having attacked with the first halve Stamina spent to make the attack.
Cost: 80 Silver; Damage: 3d12 slashing; Handedness: Two-Handed; Integrity: 16; Weight: 4 lbs.; Qualities: Brutish, Deadly
Also known as the "hafted axe", Dane axes are forged very thin making them excellent for cutting and reasonably light for their status as two-handers. Dane axes allow you to use Power in place of the normal ability scores when making Weapon (Axe) rolls to attack with it, and when dealing damage to Hit Points the opponent suffers Pain at Low Intensity.
Cost: 50 Silver; Damage: 3d10+2 slashing; Handedness: Two-Handed; Integrity: 22; Weight: 4 lbs.; Qualities: Pounding, Pummeling
Standard heavy two-handed axes wielded by those not on horseback, these axes are sometimes also called "greataxes" due to their similar construction to battle axes but increased overall size. Footman's axes deal an additional 1d12 to the Defense Points of any armor it hits, and on a successful hit foes must succeed a DC 25 Balance check or fall prone.
Cost: 40 Silver; Damage: 2d10+1 slashing; Handedness: Two-Handed; Integrity: 20; Weight: 7 lbs.; Qualities: Brutish, Reach
Scottish halberds used which toe the line between an axe and a polearm, the lochaber axe is a heavy weapon with straighter blades and not as prominently featuring crescent-shaped blades. Lochaber axes allow you to use Power in place of the normal ability scores when making Weapon (Axe) rolls to attack with it, and have a melee reach of 2 squares instead of the usual 1.
Cost: 4 Gold; Damage: 3d8 bludgeoning or 3d12 slashing; Handedness: Two-Handed; Integrity: 25; Weight: 12 lbs.; Qualities: Brutish, Pummeling
One of the heaviest of axes available, splitting mauls are a combination of an axe and a sledgehammer, giving it weight to its swings but also a sharp edge to cut into foes with. Splitting mauls allow you to use Power in place of the normal ability scores when making Weapon (Axe) rolls to attack with it, and on a successful hit foes must succeed a DC 25 Balance check or fall prone.
Handheld bludgeoning weapons used to cave an opponent's skulls in, hammers (as well as cudgels) are common within militaries, being used by soldiers to combat those wearing heavy armor and staving off normal attacks. Although cudgels are included, those included are those which are more specialized (such as the Jitte) or are much too massive for the Simple weapon table (such as the Tetsubo) unlike the Club.
Cost: 10 Silver; Damage: 2d3 bludgeoning; Handedness: One-Handed; Integrity: 5; Weight: 1 lbs.; Qualities: Subduing, Finesse, Fatiguing
Lead pipes covered in leather and used primarily to take down foes without killing them, saps are (much like the jitte listed below) used by guards wishing to take intruders and lawbreakers alive, especially if the lawbreaker is one not posing a significant threat. Saps take no penalties when choosing to do nonlethal damage, add Agility (if it is higher) to damage in place of Power, and on a successful hit the opponent loses 2 points of Stamina.
Cost: 8 Silver; Damage: 1d8 bludgeoning; Handedness: One-Handed; Integrity: 8; Weight: 1 lbs.; Qualities: Subduing, Finesse, Off-Hand
Small baton-like weapons used primarily by palace guards serving under the shōgun, these small weapons are typically used to subdue and pacify armed intruders. Jitte take no penalties when choosing to do nonlethal damage, add Agility (if it is higher) to damage in place of Power, and you can wield it in your off-hand while two-weapon fighting in order to halve Stamina costs for attacks made with it.
Cost: 12 Silver; Damage: 1d10 bludgeoning; Handedness: One-Handed; Integrity: 14; Weight: 4 lbs.; Qualities: Thrown (4 sq.), Finesse
Ceremonial spiritual objects which serve their purpose as walking sticks, clubs, and religious implements, knobkierie possess a bulbous knob end, allowing it to be used as a weapon easily. Knobkierie can be thrown at a range of 4 squares, and add Agility (if it is higher) to damage in place of Power.
Cost: 35 Silver; Damage: 2d10+1 bludgeoning; Handedness: One-Handed; Integrity: 18; Weight: 5 lbs.; Qualities: Pounding, Pummeling
Crushing metal weapons, warhammers are powerful one-handed hammers used to punish and capable of breaking armor. Warhammers deal an additional 1d12 to the Defense Points of any armor it hits, and enemies hit by the warhammer must succeed a DC 25 Balance check or fall prone.
Cost: 1 Gold, 80 Silver; Damage: 3d8 bludgeoning or 2d8+2 piercing; Handedness: One-Handed; Integrity: 21; Weight: 5 lbs.; Qualities: Savage, Bleed
Hammers with long curved spikes on the other end of the hammer similar to that of a pickaxe, the horseman's pick is often used to try to tear mounted warriors down to the ground. Horseman's picks reroll 1s on damage rolls, and inflict Bleed at Low Intensity on a successful hit.
Cost: 1 Gold, 50 Silver; Damage: 2d20+1 bludgeoning or 4d8 piercing; Handedness: Two-Handed; Integrity: 26; Weight: 12 lbs.; Qualities: Pummeling, Deadly
Pronged hammer heads rest on a long haft, allowing for peeling away at the opponent's armor before dealing the killing blow. Enemies hit by a lucerne hammer must succeed a DC 25 Balance check or fall prone, and the lucerne hammer inflicts Pain at Low Intensity if it were to deal hit point damage to the target.
Cost: 80 Silver; Damage: 2d20+1d12 bludgeoning; Handedness: Two-Handed; Integrity: 20; Weight: 10 lbs.; Qualities: Subduing, Pounding
Spiked or studded two-handed clubs which are long and dense, allowing for devastating blows. Tetsubo take no penalties when choosing to deal nonlethal damage, and deals an additional 1d12 to the Defense Points of any armor it hits.
Cost: 3 Gold; Damage: 3d10+2 bludgeoning; Handedness: Two-Handed; Integrity: 13; Weight: 12 lbs.; Qualities: Reach, Savage
Stretching the definition of a hammer, the meteor hammer consists of two weights which are linked together with a chain allowing it to be swung out at enemies from afar. Meteor hammers have a melee reach of 2 squares instead of the usual 1, and rerolls 1s on damage rolls.
Cost: 25 Silver; Damage: 5d6 bludgeoning and piercing; Handedness: Two-Handed; Integrity: 15; Weight: 4 lbs.; Qualities: Subduing, Parry
Knotted blackthorn which has been made into a special Irish weapon, shillelagh vary in size but are typically long enough to be used as walking sticks similar to that of the knobkierie. Shillelagh take no penalties when choosing to deal nonlethal damage, and halve Integrity spent when parrying with it.
Cost: 20 Silver; Damage: 2d8+2d6 bludgeoning and piercing; Handedness: Two-Handed; Integrity: 17; Weight: 8 lbs.; Qualities: Brutish, Pounding
Also called "pineapple clubs", totokia are large clubs which use their spiked "beak" to crack open the skulls of opponents. Totokia allows you to use Power in place of the normal ability scores required when making Weapon (Club) rolls to attack with it, and deals an additional 1d12 to the Defense Points of any armor it hits.
The Bow category covers both traditional bows and the new "crossbows" emerging within the world, the difference between the two being strong. Regular bows still require the same amount of training as they did before, however crossbows have eased the burden of training and upper arm strength needed with bows, requiring only to pull the trigger (however cranking a crossbow back takes time, and requires a good deal of strength to accomplish as well).
Bows take "arrows" while Crossbows take "bolts" as ammunition.
Cost: 80 Silver; Damage: 1d8 piercing; Handedness: One-Handed, Ranged; Integrity: 10; Weight: 1 lbs.; Qualities: Ranged (6 sq.), Off-Hand, Penetration (1d2)
Hand-held crossbows which are easy to reload and carry on one's person but not too great when it comes to dealing damage. Hand crossbows have a range of 6 squares, you can wield it in your off-hand while two-weapon fighting in order to halve Stamina costs for attacking with it, and deals 1d2 points of damage directly to an opponent's Hit Points on a successful hit.
Cost: 1 Gold, 50 Silver; Damage: 1d12 piercing; Handedness: Two-Handed, Ranged; Integrity: 13; Weight: 2 lbs., Qualities: Ranged (12 sq.), Composite, Penetration (1d6)
Bows designed to be best used while on horseback, short bows are the only kind of standard bow able to be used with Mounted Archery. Short bows are ranged weapons with a range of 12 squares, add Power to damage, and deals 1d6 points of damage directly to an opponent's Hit Points on a successful hit.
Cost: 4 Gold; Damage: 1d20 piercing; Handedness: Two-Handed, Ranged; Integrity: 17; Weight: 3 lbs.; Qualities: Ranged (20 sq.), Composite, Penetration (1d8)
Standard issue military bows which are also sometimes used for hunting wild game, longbows are as deadly as they are accurate, allowing their users to hit enemies from far away. Longbows are ranged weapons with a range of 20 squares, add Power to damage, and deals 1d8 points of damage directly to an opponent's Hit Points on a successful hit.
Cost: 8 Gold; Damage: 2d20+1d8 piercing; Handedness: Two-Handed, Ranged; Integrity: 18; Weight: 7 lbs.; Qualities: Ranged (30 sq.), Fatiguing, Penetration (1d10)
Named partially due to its size, the great bow is an unwieldy yet powerful bow which not only penetrates its targets easily but leaves them winded even on a normal hit. Great bows are ranged weapons and have a range of 30 squares, targets lose 2 Stamina on a successful hit, and deals 1d10 points of damage directly to an opponent's Hit Points on a successful hit.
Cost: 2.5 Gold; Damage: 3d10+2 piercing; Handedness: Two-Handed, Ranged; Integrity: 22; Weight: 4 lbs.; Qualities: Ranged (24 sq.), Penetration (1d10)
Crossbows are wooden cross-shaped devices with a smaller arrow (known as a bolt) placed within it and loosed from a bowstring that's been cranked into place. Crossbows are ranged weapons and have a range of 24 squares and deals 1d10 points of damage directly to an opponent's Hit Points on a successful hit.