Melee Weapons

Weapons listed in italic are exotic and require an Exotic Background or specific origin to take with starting characters.

Swords

Attack Min Max. Weapon

Weapon Type Str. Att. Def. Damage Init. Bonus Strength

Shortsword S 5 3 4 d6+2 +3 +1 16

T 2 3 d12

Heavy Shortsword S 10 3 2 d6+d4+2 +2 +4 20

T 2 1 2d6+1

Broadsword S1 11 3 3 2d6+1 +3 +4 17

T 2 2 2d8-1

Heavy Longsword S1 14 2 4 2d6+2 +3 +5 15

T 1 3 2d8 +5

Heavy Broadsword S1 16 3 1 2d6+3 +2 +6 22

T 1 0 2d10-1 +6

2-H Bastard Sword S2 14 1 0 2d8+5 0 +8 20

Battlesword S2 20 -2 -2 4d6+6 -2 +12 28

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Rapier S 5 4 6 d6+1 +5 +1 10

T 5 5 d10

Longsword S 9 3 4 2d6 +4 +4 13

T 4 2 d12

Sabre S 9 4 4 2d4+3 +4 +3 13

T 2 2 d6+d4

Scimitar S 13 3 2 3d4+1 +2 +5 15

Tegir S 14 3 4 d8+d6 +4 +4 14

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Axe and Mace

Attack Min Max. Weapon

Weapon Type Str. Att. Def. Damage Init. Bonus Strength

Hand Axe S 6 2 1 2d6 +2 +2 10

Battle Axe S1 16 2 0 3d6 0 +5 14

Heavy Battle Axe S1 20 1 -1 4d6 -2 +9 14

Stone Giant War Axe S2 18 -1 -3 5d6 -4 +12 16

Stone Giant Bad Axe S1 22 -2 -5 6d6 -6 +14 17

Club B1 8 2 2 2d4+1 +3 +2 10

Spiked Club S1+ 8 2 1 2d4+3 +3 +2 9

Mace B1 10 2 1 3d4+1 +2 +4 14

Heavy Mace B1 13 2 -1 4d4+1 +1 +6 14

Giant Mace B2 17 -1 -2 6d4+6 -3 +6 20

Warhammer B1 12 2 0 3d4+2 +2 +5 14

Maul B2 15 0 -3 5d4+1 -3 +8 15

Heavy Maul B2 19 -2 -5 7d4+1 -5 +10 16

Mace and Chain B1 12 4 -1 2d6+1 +1 +3 15

Chain B/Ent 11 4 -2 3d4+1 0 +4 14

Heavy Chain B/Ent 16 2 -2 3d6+4 -1 +6 18

Flail B2 16 3 -2 2d8+1 0 +5 16

Polearms

Attack Min Max. Weapon

Weapon Type Str. Att. Def. Damage Init. Bonus Strength

Light Spear T 8 4 1 d10 +3 +1 8

T2 4 3 (+3)1 d12 +5 +2

Spear T2 10 2 (+3)1 2d8 +6 +4 12

B2 3 5 2d4+2 +3 +4

Sothark Hv. Spear T2 14 2 (+3)-1 2d10 +1 +6 18

Sothark Longaxe S2 16 3 (+2)2 d8+d10 -4 +5 16

Halberd T2 12 1 (+3)2 2d8+1 +3 +3 13

S2 1 -2 3d6 -1 +9

Ulvane gurkha T2 15 3 (+2)1 3d4-1* +2 +4 12*

*with stone-tipped prongs

Miscellaneous

Attack Min Max. Weapon

Weapon Type Str. Att. Def. Damage Init. Bonus Strength

Quarterstaff B2 7 4 6 2d4 +4 +3 10

B2 2 4 2d4+3 +5

Dagger/Knife S 0 1 0 d6 +1 +1 14

T 1 -2 d8 +1

Punch B - 0 0 d4+1 0 +2

Kick B - -3 -5 d6+2 0 +2

Missile Weapons

Minimum Range Max.

Weapon Strength Accuracy Modifier Damage Bonus Init

Short Bow 9/11/13 +0 -4/10 yds (T)d8+4 +2 -1

Medium Bow 12/14/16 +1 -3/10 yds (T)d10+5 +2 -1

Longbow 15/18/21 +1 -2/10 yds (T)d12+6 +2 -2

Sothark Great Bow 20/24/28 +1 -3/10 yds (T)d12+10 +2 -3

Wheel Bow 11 +2(+4 aim) -1/10 yds (T)d12+d10+6 - -3

Light Crossbow (Stinger) 4 (8) +5 -5/10 yds (T)2d4+4 - +6

Medium Crossbow 8 (12) +4 -4/10 yds (T)2d6+6 - +6

Heavy Crossbow 11 (17) +3 -3/10 yds (T)2d8+8 - +6

Pistoloon 7 -1 -5/10 yds (G)d20+d10 - +7

Sling 8 -3 -4/10 yds (B)2d4+2 +3 -2

Whammer 16 -3 -2/10 yds (B)2d8+d6 +5 -3

Thrown Rock - +0 -5/10 yds (B)d6+1 none +2

Thrown Dagger 8 -1 -6/10 yds (T)d8+2 +2 +1

Throwing Knife 6 +2 -6/10 yds (T)d6+2 +2 +2

Hand Axe 9 -2 -6/10 yds (S)2d6+1 +3 +2

Battle Axe 14 -4 -7/10 yds (S)2d8+3 +6 +0

Light Spear 9 -1 -5/10 yds (T)d8+4 +3 +0

Spear 12 -2 -5/10 yds (T)d10+5 +4 +0

Heavy Spear 16 -2 -6/10 yds (T)d12+7 +6 -1

Javelin 7 +0 -4/10 yds (T)d12+3 +3 +0

Bola 12 +3 -7/10 yds (Entangle) +2 -3

Giant Boomerang 15 -4 -4/10 yds (B,L)d12+3 +3 -3

Lead Quoit 12 +0 -6/10 yds (B)d8+1 +3 +0

Throwing Wheel - +1 -7/10 yds (B)d3+2 +2 +2

Throwing Pentacle 8 +1 -6/10 yds (T)d4+2 +2 +2

Caltrop 9 +0 -7/10 yds (S+)d10+2 +4 -1

Close Combat

Weapon Type Att. Def. Damage Max Bonus

Shortsword T 0 -4 2d6+1 +4

Hand Axe S -2 -4 d8+2 +2

Quarterstaff B +4 -5 d4+1 +1 A quarterstaff is +2 to escaping and restraining

Dagger T +2 -2 d12+1 +3

Mace B -2 -4 2d4+1 +3

Unarmed B 0 0` d6 +3

1h Weapon (V) -4 -4 x-3 +2

2h Weapon (V) -7 -7 x-7 +2

Things to Parry With

Parry Min. Move Weapon

Object Attack Bonus Strength Cost Strength

Cloak +0 +0 5 0 1/15

Buckler -2 +1 8 0 3/15

Jeopard/Ulvane

Small shield * -2 +2 10 0 4/18

Medium Shield -3 +2 11 2 4/20

Tower Shield -4 +3 14 4 4/25

Noli * +0 +2 8 0 12

* adds +2 effective shield levels for purposes of shield remaining undamaged

Blows may be deflected by a shield without damage if the Character rolls his/her Shield skill level or less on a d12.

Repairing Damaged Shields

Armour Protection Move & Init & Minimum

Armour B/S/T Coord. Speed Exhaust Strength

Cloth Armour 1/1/1 0 -1 -1 2

Leather Armour 2/2/2 -1 -1 0 4

Hard Leather 3/3/3 -2 -2 -1 6

Ringmail 4/4/3 -2 -3 -2 8

Brigantine 4/5/3 -2 -4 -3 10

Chainmail 3/6/4 -3 -3 -2 9

Heavy Chain 3/7/5 -4 -4 -3 11

Light Scale 4/6/6 -4 -5 -4 13

Heavy Scale 4/7/7 -4 -6 -5 14

Tengish Plate 6/8/8 -5 -5 -4 16

Ulvane/Jeopard

Plated Furs 3/2/2* -3 -1 -3 6

*on d6 roll of 1-2, protects 5/6/6

 

Superior Equipment

Weapons - Balance Strength

Quality Attack Defense Initiative Min Str Damage Wpn Str

Class I +1 +0 +0 -1 +1 +2

Class II +1 +1 +1 -1 +2 +4

Class III +2 +1 +2 -2 +3 +8

Class IV +2 +2 +2 -2 +4 +10

Shields

Quality Attack Parry Bonus Min. Str Deflec + Shield Str

Class I -- --- +1 +1 +1/00

Class II -- +1 +2 +1 +2/05

Class III +1 +1 +3 +2 +3/10

Class IV +1 +2 +4 +3 +4/15

Armour

Quality B/ S / T Crd Init & Spd TM & Exh Min Str

Class I --- +0 +1 +0 +0

Class II - /+1/ - +1 +1 +1 +1

Class III +1/+2/+1 +1 +2 +1 +1

Class IV +1/+3/+2 +2 +2 +2 +3

Loaded Missile Weapons

Weapon Range Mod MinStr

Class I +1/x yds -1

Class II +1/x yds -2

Class III +2/x yds -3

Class IV +2/x yds -4

 

  Loaded Missiles

Missile Accuracy Damage

Class I +0 +1

Class II +1 +1

Class III +1 +2

Class IV +2 +2

Armor Piercing - 2 ignores ½ armor

Barbed - 4 + 5