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