Melee Weapons
| Weapon | Damage | Length | Cost | ||
|---|---|---|---|---|---|
| City | Rural | ||||
| Improvised | d3 | 0 | - | - | |
| Cestus | d3 | 0 | 10 sp | - | |
| Garrote (2H)* | d6 | 0 | 5 sp | - | |
| Mancatcher (2H)* | d6 | 2 | 20 sp | - | |
| Staff (2H) | d6 | 4 | 5 sp | 3 sp | |
| Whip* | d3 | 0 | 10 sp | 25 sp | |
| Weighted Net* | - | 0 | 15 sp | 15 sp | |
| Weapon | Small | d6 | 2 | 10 sp | 10 sp |
| Minor | d4 | 1 | 5 sp | 5 sp | |
| Great (2H) | d10 | 4 | 50 sp | - | |
| Medium (1/2H) | d8 | 2/3 | 20 sp | 50 sp | |
| Lance (1/2H)* | d10 | 5 | 30 sp | - | |
| Polearm (2H) | d8 | 5 | 30 sp | - | |
| Rapier* | d8 | 4 | 15 sp | - | |
| Spear (1/2H) | d6 | 4/5 | 5 sp | 3 sp | |
| Warflail (2H) | d8 | 3 | 20 sp | 10 sp | |
Weapons marked *
A weapon marked with an asterisk takes real instruction to use at all. A character with no plausible background with one must spend time learning it before it can be wielded effectively; the Referee decides what a character's background already covers.
Length is the weapon's grade of reach, from 0 (a fist or an improvised object) to 5 (a pike). It decides who can strike whom at a distance and what happens when a fighter works their way inside — see Measure and Reach.
Generic Weapons
The generic “weapon” categories are only for rules and reference purposes. Characters purchasing such an item must specify exactly what sort of weapon is being purchased.
| Generic Weapon Type | Examples |
|---|---|
| Great | Two-handed swords, mauls, and great axes |
| Medium | Long swords, battle axes, and maces |
| Small | One-handed weapons, including arming swords and hand axes. |
| Minor | One-handed weapons including daggers and clubs. |
Halflings cannot wield Medium or Great Weapons, nor polearms, lances, or any other weapon of comparable size.
Weapon Traits
| Weapon | Effects |
|---|---|
| Garrote | Use of this weapon requires an attack from surprise, or a successful wrestling attempt. If a hit is scored, the target is considered immobilized and will take 1d6 damage per round. |
| Lance | This weapon can be used one-handed if charging on horseback. Otherwise, it is effectively a pike polearm, and can be used to Brace on foot. |
| Mancatcher | A successful hit with this weapon requires the victim to pass a Paralysis Save or become helpless, as is the wielder of the mancatcher while the target is being held for purposes of defending against attacks. |
| Polearm | This weapon can be used to attack from the second rank, or to Brace against an approaching enemy. |
| Rapier | This weapon suffers a -2 penalty to hit opponents wearing armor with an Armor Rating of 4 or higher. |
| Spear | When wielded in both hands, this can be used to attack from the second rank, or to Brace against an approaching enemy. |
| Whip | This weapon is ineffective against targets in metal armor, but allows melee attacks on opponents up to 10' away. |
| Weighted Net | A successful hit with this weapon requires the victim to pass a Paralysis Save or become helpless. A new Paralysis Save is allowed on each next Round. |
Some weapons can attack “from the second rank.” This is used when there is a definite battle line in combat. Usually only those on the front line of battle can strike, but those weapons usable from the second rank allow anyone immediately behind the battle line to strike as well.
Silver Weapons
Silver weapons cost ten times more than standard weapons, and have a 1 in 10 chance to break whenever they are used to attack, even if the attack misses.