Weapons

This is a detailed list of the weapons and their workings. In some cases there are special rules explained in the description:

Armor-piercing Arrow
Damage: N/A Type: Ammo Range: N/A Dual: No

An arrow with a penetrating tip made to go through hard armor. Reduces target’s Physical Resistance by 20 points from Armor.

Arquebus
Damage: 3 Type: Heavy Range: 80 m. Dual: No

The arquebus is a firearm made from a long metal tube through which a ball of lead shot is propelled by an explosion of gunpowder. The arquebus is basically a cannon small enough to be carried and fired by a lone man. If the Fumble is rolled the arquebus bursts, which ruins the weapon. The Arquebus attacks with a powerful amount of force and 25 points of Physical Resistance from Armor. Requires a full round to reload.

Bastard Sword
Damage: 2 Type: Special Range: Melee Dual: Yes

This is a sword halfway between a Long Sword and the Two-handed Sword, measuring about five feet long. The weapon’s long grip and counterweight allow it to be used with either one or two hands. When wielded two handed the Bastard Sword is counted as a Heavy Weapon and has it’s damage increased to 3 but cannot be dual wielded or used with a shield larger than a buckler.

Battle Axe
Damage: 2 Type: Special Range: Melee/5 m. Dual: Yes

A more manageable version of the Two-handed Axe, a Battle Axe can be wielded with just one hand. Like the Bastard Sword, the Battle Axe can be wielded one or two handed. When wielded two handed the weapon’s damage increases to 3 but cannot be dual wielded or used with a shield larger than a buckler.

Blowgun
Damage: N/A Type: Light Range: 50 m. Dual: No

This is a hollow tube of wood or metal from one to three feet long. It is used to shoot small darts, which are usually poisoned. As a special rule, the blowgun does not actually deal damage but still requires an attack roll. It requires both hands for use.

Bolos
Damage: N/A Type: Light Range: 20 m. Dual: No

A throwing weapon made up of three balls of metal or reinforced leather tied together by cords. It is used to capture an opponent.

Boomerang
Damage: 1 Type: Light Range: 20 m. Dual: Yes

A curved stick of wood or metal designed to be thrown and to return if it doesn’t hit anything. On a Fumble the Boomerang does not return to the wielder, instead flying off in a random direction.

Broadsword
Damage: 1 Type: Light Range: Melee Dual: Yes

A straight-bladed weapon slightly shorter than the Long Sword. It is characterized by its broad blade and great Fortitude. When targeted for Sundering the Broadsword receives a +10 to the roll.

Buckler
Damage: 1 Type: Shield Range: Melee Dual: No

This is a very small shield no more than a foot across. The greatest advantage of the buckler is that it can be fastened directly onto the forearm, allowing both hands to remain free. Bucklers grant a +10 bonus to defense rolls for deflecting attacks but can only be used against melee attacks.

Cannon
Damage: 6/3 Type: Artillery Range: 250 m. Dual: No

A firearm made of a large metal tube from which a large metal shell is propelled by gunpowder. The shell is made to explode, creating a cloud of shrapnel with a radius of 15 – 30 feet. Although the shell itself attacks in a conventional way, the explosion does not. The accuracy is checked to see if the shell hits where intended. After that, if a victim attempts to Dodge or Block, he must pass check of difficulty 40 if he is at greater than half the radius of the explosion, or against a difficulty 60 otherwise. If a Fumble is rolled with a cannon the cannon bursts, which ruins the weapon. Cannons completely ignore any armor worn by an individual, though only ignore 10 points of Physical Resistance of any reinforced structure. The damage value of the Cannon is split into two types. The number before the slash is the damage of being hit directly by the Cannonball, the second value is the damage of the explosion created by it. The cannon ignores any armor worn by an individual and bypasses 15 points of a fortified structures Physical Resistance.

Cavalry Lance
Damage: 3 Type: Heavy Range: Melee Dual: No

A longer and heavier version of the traditional lance, it measures from nine to 12 feet long and can only be wielded from horseback. If it is used to block an attack, the defender gains a +10 to their defense roll.

Cestus
Damage: 1 Type: Light Range: Melee Dual: Yes

Metal covering for the hands, kneecaps, elbows, or forearms that includes knives or spikes used for striking an enemy. Can be used to attack armored individuals while still being treated as unarmed.

Chain
Damage: 2 Type: Medium Range: 1 m. Dual: Yes

A length of metal links, sometimes with thick spikes on each length or a weight attached to one end for extra damage.

Chakram
Damage: 2 Type: Medium Range: 30 m. Dual: Yes

Indigenous weapon that consists in a circular blade, used as thrown weapon. It’s known as Turcus in other cultures. It can return after being thrown if it doesn’t hit anything.

Claws
Damage: 1 Type: Light Range: Melee Dual: Yes

Knives on a glove made to resemble animal claws. Can be used to attack armored individuals while still being considered unarmed.

Club
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="margin-left:.5in">Made of wood or just stone, the Club is the quintessential Impact weapon.

Composite Longbow
Damage: 3 Type: Heavy Range: 90 m. Dual: No

<p style="text-indent:.5in">This is the largest and most powerful type of bow. It is made of three pieces and measures more than 8 feet. It requires two hands to use.

Crossbow
Damage: 2 Type: Medium Range: 60 m. Dual: No

<p style="text-indent:.5in">A bow mounted on a stock with a groove from which crossbow bolts are fired. It is cocked using a small winch. It requires both hands for use. Requires a full round to reload.

Dagger
Damage: 1 Type: Light Range: Melee/20 m. Dual: Yes

<p style="text-indent:.5in">A combat knife roughly eight to 12 inches long. It is usually sharpened on both edges and balanced for throwing

Darts
Damage: N/A Type: Light Range: 20 m. Dual: Yes

<p style="text-indent:.5in">Small metal-tipped darts designed to be thrown by hand. Darts do not actually cause injury but still require an attack roll.

Flail
Damage: 2 Type: Medium Range: Melee Dual: No

<p style="text-indent:.5in">This is a shaft of wood or metal with a chain that ends in a spiked metal ball. A version exists with several smaller chains.

Flight Arrow
Damage: N/A Type: Ammo Range: +30 m. Dual: No

<p style="text-indent:.5in">A very light arrow that adds about 60 feet to the maximum range of the bow but lacks any penetrating power.

Foil
Damage: 1 Type: Light Range: Melee Dual: No

<p style="text-indent:.5in">A sword that is more slender and flexible than the Rapier. It is used for penetrating Light Armor and reduces the Physical Resistance of it by 10 points.

Full Shield
Damage: N/A Type: Shield Range: Melee Dual: No

<p style="text-indent:.5in">A large heavy shield often as tall as a man. Generally used by infantry soldiers, it has either a squared or pointed base allowing it to be stuck into the ground by its own weight. Sometimes referred to as a Tower Shield, the shield has a 50% Physical Resistance when used as cover but imposes a -50 to attacks as well when used in combat.

Gladiator’s Net
Damage: N/A Type: Medium Range: 5 m. Dual: No

<p style="text-indent:.5in">This weapon is a narrow net with weighted hooks designed to entangle the person at whom it is swung or thrown. Although it is a hand-to-hand weapon, its attack is against an area 9 feet wide, and it can entangle various targets. The net has a 25% Physical Resistance and must be successfully sundered to get out of if trapped inside it. Anyone trapped in the next can still defend themselves but cannot attack, and receive a -15 penalty to their defense rolls. While a person cannot wield two of them as suggested by the lack of the Dual Tag, it can be wielded in an offhand.

Great Warhammer
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">A very large two-handed Impact weapon. It consists of a straight shaft crowned with an enormous metal hammer. Some have sharp pointed tips on one side so that they can be used for a second type of attack, a penetrating attack though these are known as War Mauls. It requires both hands for use.

Halberd
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">The halberd is a weapon made of a pole of wood or metal that ends in an axe-like edged blade. It measures a total of between 5 feet and six and a half feet in length. It requires both hands for use.

Hand Axe
Damage: 1 Type: Light Range: Melee/10 m. Dual: Yes

<p style="text-indent:.5in">These are Light axes used with a single hand. They usually have a counterweight that facilitates their use as thrown weapons. They measure from one to two feet in length.

Harpoon
Damage: 1 Type: Light Range: Melee/20 m. Dual: No

<p style="text-indent:.5in">This is a short-hafted weapon similar to a javelin, but with a barbed tip.

Haru No Okina (Three-section Glaive)
Damage: 3/2 Type: Special Range: Melee Dual: No

<p style="text-indent:.5in">A weapon of oriental origin, it consists of two long poles connected by chains to a third, shorter section. Each of the longer poles ends in a blade like that of the halberd, but smaller. It is used placing the shortest, middle section against the back, while the longer poles are maneuvered with each hand. To lend greater power to the strikes, the weapon is twirled to use centrifugal force. Although this is technically a two handed weapon it allows a wielder to attack twice as if dual wielding, though the wielder suffers a penalty to the second attack as if it were a medium weapon. The damage is split into two values, the damage before the slash is for the first attack and the damage after the slash is for the second. It requires both hands for use.

Heavy Ballista
Damage: 6 Type: Artillery Range: 200 m. Dual: No

<p style="text-indent:.5in">A larger version of the later weapon that requires five persons to manage. Its area attack extends for 15 feet in a straight line from its initial point of Impact. This weapon completely ignores Armor worn by an individual but only penetrates 20% of the armor from a fortified structure. It requires two full rounds to reload.

Heavy Crossbow
Damage: 3 Type: Heavy Range: 80 m. Dual: No

<p style="text-indent:.5in">A large and heavy crossbow. It requires both hands for use. Requires a full round to reload.

Hook
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">A weapon that is small and curved with a sharp point.

Javelin
Damage: 2 Type: Medium Range: Melee/30 m. Dual: No

<p style="text-indent:.5in">A short spear used almost exclusively for throwing.

Katana
Damage: 2 Type: Special Range: Melee Dual: Yes

<p style="text-indent:.5in">A sword of Asian design, it has a curved blade sharpened on only one edge. Similar to a saber, it is considerably heavier and more effective, but not as resistant to breaking. When targeted for Sundering it has a 40% Physical Resistance. Its incredible sharpness also allows it to ignore 10 points of Physical Resistance of Armor. The Katana also works like a Bastard Sword and can be wielded one or two handed increasing its damage to 3 but cannot be used with any shield larger than a buckler.

Katar
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">A gauntlet equipped with knife blades 10 to 12 inches long. It possesses a complex mechanism that allows the blades to be extended and spun. In those cases, they can block attacks like a Buckler.

Kusari-Gama
Damage: 1 Type: Light Range: Melee Dual: No

<p style="text-indent:.5in">This is a sickle of Asian design that has a chain attached to the bottom used to trap opponents. It can be used for conventional attacks, or by whipping the chain to try to trap an opponent, in which case it suffers a -20 to the attack roll but upon a successful attack traps the opponent and prevents them from moving. Each round the trapped opponent can make an opposed roll to try and break free as their action. It requires both hands for use.

Lance
Damage: 2 Type: Medium Range: Melee/30 m. Dual: No

<p style="text-indent:.5in">The lance is the quintessential pole weapon. It consists of a long shaft of wood or metal ending in a fine two-edged point. It is very suitable for use from horseback, or for keeping enemies at a distance. It can measure from five to over seven feet long. Although it can be used with just one hand, fighting in that fashion brings on a –10 penalty to the attack, unless being used to resist a charge.

Large Multi-Headed Flail
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">A Flail of enormous dimensions. It has various chains coming from the end of its shaft, each ending in a spiked metal ball.

Lasso
Damage: N/A Type: Medium: Range: Melee Dual: No

<p style="text-indent:.5in">A lasso is a rope prepared with a running knot for trapping animals or people. The lasso does not deal damage like a normal weapon but instead is used for entangling an opponent. On a successful hit the opponent is tied up with the lasso and must make an opposed roll each round to try and escape as their action. It requires both hands for use.

Light Ballista
Damage: 6 Type: Artillery Range: 150 m. Dual: No

<p style="text-indent:.5in">The ballista is a crossbow of enormous proportions that is used as a siege weapon. It is moved on wheels because its large size makes it impossible to carry. Light ballistae are manned by three persons, two who move it laterally, and a third who aims and fires. As a special rule, the tremendous penetrating power of the quarrel fired by the ballista allows it to make a type of area attack in a straight line 10 feet long from its initial point of Impact. Like other Artillery weapons it ignores armor worn by an individual and is capable of penetrating 10 points of a fortified structures Physical Resistance. Requires a full round to reload.

Long Sword
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">A cutting blade with a sharp point. It is generally three to three and a half feet long.

Longbow
Damage: 2 Type: Medium Range: 60 m. Dual: No

<p style="text-indent:.5in">Like the Short Bow, but with a size of between four and a half and six feet tall. It requires two hands to use.

Mace
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">This weapon consists of a wood or metal shaft about 18 inches long topped with a heavy round or spherical head.

Matchlock Pistol
Damage: 2 Type: Light Range: 50 m. Dual: Yes

<p style="text-indent:.5in">A smaller and more complex version of the arquebus that can be fired with one hand.If the Fumble is rolled it bursts, which ruins the weapon. Like the aquebus it ignores small armor, bypassing 10 points of Physical Resistance of any armor worn by an individual. As a special rule, the pistol is considered a light weapon but deals the damage of a heavy weapon. Requires a full round to reload.

Miniature Crossbow
Damage: 1 Type: Light Range: 30 m. Dual: Yes

<p style="text-indent:.5in">A crossbow of very small size which may be fired with just one hand. Requires a full round to reload.

No-Dachi
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">A larger version of the Katana. It is used in a similar way, but it is much longer and thicker. The No-Dachi, or Dai-Katana shares all the same characteristics of the Katana except for its damage. It requires both hands for use.

Nunchakus
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">These are two short sticks of wood or metal connected by a short chain.

Parrying Dagger
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">A variation on the traditional dagger designed to block the attacks of enemy weapons and trap them with the hilt. At its base are two sharp edges. This weapon makes a perfect offhand for the defensive character and grants a +15 to defense rolls. The defense bonus from this weapon does not stack if wielding two.

Quarterstaff
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">This weapon is a pole of wood or metal that may be as long as three feet. Although it can be used with just one hand, fighting that way causes a –10 penalty to a character’s attack rolls.

Rapier
Damage: 2 Type: Medium Range: Melee Dual: No

<p style="text-indent:.5in">A fine and stylized two-edged sword. The weapon is thin and fast and has a certain increased level of accuracy granting those who wield it a +5 to attack.

Raven
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">A multi-bladed knife in the shape of a star with a hole in the center. The thumb is placed in the hole, and the knife is spun hard. As it spins, it can block attacks as though it were a Buckler.

Repeating Crossbow
Damage: N/A Type: N/A Range: N/A Dual: N/A

<p style="text-indent:.5in">In reality, this is not a different class of weapon from the normal crossbow, so it can be used without any need to develop a separate expertise. It is simply equipped with a system of gears that enable it to fire a larger number of quarrels without needing to reload. Usually it has a magazine containing from between 4 to 8 quarrels. It requires both hands to use.

Saber
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">A light curved blade that is smaller and less durable than the Long Sword, but much more maneuverable. Gains a +5 to attack rolls.

Sai
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">An unsharpened, pointed, knife-like weapon whose cross guard curves forward to resemble a trident. It is used primarily to block an opponent’s weapons. When used to parry the wielder gains +10 to defense rolls, however this bonus does not stack when dual wielding.

Scimitar
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">A large curved sword generally shorter than the Long Sword, but with a broader blade.

Scythe
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">This weapon consists of long shaft ending in a long curving blade. It also has a handle allowing it to be used with two hands. It requires both hands for use.

Shield
Damage: 2 Type: Shield Range: Melee Dual: No

<p style="text-indent:.5in">A metal or reinforced wood surface with handles on the back so it can be held. It is used mostly as a means of defense. This shield gives the wielder a +10 bonus to defense rolls just like the Buckler, however it can be used to protect the wielder from melee and ranged attacks.

Short Bow
Damage: 1 Type: Light Range: 40 m. Dual: No

<p style="text-indent:.5in">This weapon consists of a taut cord attached to either end of a single curved piece of flexible wood and is less than about four feet tall. It requires two hands to use.

Short Sword
Damage: 1 Type: Light Range: Melee Dual: yes

<p style="text-indent:.5in">A straight sharp blade about a foot and a half long. Although it can cut, it is used principally as a thrust weapon. Its reduced size makes it a very discrete weapon.

Shuko
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">This is a claw-like device held in the palms of the hands. It is used both as a weapon and as a tool for climbing. Shuko add a +10 to a character’s rolling for climbing and allows them to climb vertical surfaces that they can sink the claws into.

Shuriken
Damage: 1 Type: Light Range: 20 m. Dual: Yes

<p style="text-indent:.5in">Small Asian metal weapons used exclusively for throwing. They can be various shapes, from simple sharp-edged disks to starshaped knives.

Sling
Damage: 1 Type: Light Range: 50 m. Dual: No

<p style="text-indent:.5in">This is a small leather pouch tied to a cord. It is used with a spinning motion to throw stones

Spiked Ball
Damage: 1 Type: Ammo Range: 20 m. Dual: Yes

<p style="text-indent:.5in">Metallic balls equipped with spikes to facilitate their being thrown. Can also be thrown using a sling as ammo.

Standard Arrow
Damage: N/A Type: Ammo Range: N/A Dual: No

<p style="text-indent:.5in">The most common arrow for use with bows. Capable of piercing through 10 points of Physical Resistance from Armor.

Stiletto
Damage: 1 Type: Light Range: 30 m. Dual: Yes

<p style="text-indent:.5in">A sharp needle-like knife whose main purpose is for throwing, although it can also be used in hand-to-hand combat.

Sword Breaker
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">This is a short sword of great weight, containing a blade almost 10 inches wide. Due to its enormous impact potential, it is often used to break weapons or break through an enemy’s armor. When used to Sunder a weapon the Sword Breaker gains a +10 bonus to the roll and ignores 10 points of Physical Resistance.

Tanto
Damage: 1 Type: Light Range: Melee Dual: Yes

<p style="text-indent:.5in">Another oriental weapon, it resembles the Katana but is much smaller. The tanto receives all the same traits as the katana except for its damage.

Tessen (War Fan)
Damage: 1 Type: Light Range: Melee/20 m. Dual: Yes

<p style="text-indent:.5in">An especially exotic oriental weapon, its appearance is that of a fan, but sharp knives have replaced the wooden slats of the fan. The base of the fan is a heavy counterweight that can deliver a lethal impact. The fan is also capable of being thrown at enemies though suffers a -10 to the attack roll.

Tonfa
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">This is a club with a short handle sticking out in the middle used while being held along the line of the forearm.

Trident
Damage: 3 Type: Heavy Range: Melee/15 m. Dual: No

<p style="text-indent:.5in">A spear or lance with a three-part tip resembling a fork. Its design does allow it to be thrown. It is slightly larger than the trident used for fishing.

Two-bladed Katana
Damage: 3/2 Type: Special Range: Melee Dual: No

<p style="text-indent:.5in">This is a staff with a Katana on each end. It is held and maneuvered holding the long central shaft. Because of the way it is wielded, it allows a second attack per turn, as though a second weapon were being used. However, it applies a penalty of only –20 to a character’s attack roll when being used in that way as if they were wielding a medium weapon in their offhand. The weapons damage is separated into two values, the number before the slash is the main damage and the number after is the damage of the second attack.

Two-handed Axe
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">An enormous axe with a counterweight at the base of the handle. Depending on the design, it can be single- or double-bladed. Its size makes it almost imperative to wield it with both hands. It can measure from 5 feet to over 7 feet long.

Two-handed Mace
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">A heavier version of the Mace with a shaft almost 3 feet long. It is topped with a weight of enormous proportions. Due to its size, it is usually used with both hands.

Two-handed Sword
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">The Two-handed Sword is the greatest of swords and can measure more than 5 feet long. Used almost exclusively with two hands, it is an awkward, but very deadly weapon.

Unarmed Combat
Damage: 1 Type: Unarmed Range: Melee Dual: Yes

<p style="text-indent:.5in">This is not a weapon, of course. Rather, these are the numbers used for a character fighting without weapons. The attacks made are made by punching, kicking, head-butting, and biting. Fighting unarmed requires use of the whole body, so a character fighting this way cannot apply the rules for attacks with other weapons. Characters who fight unarmed can still do damage even if they are unskilled but cannot harm an enemy who is wearing armor without the use of an actual weapon. A character can make two attacks unarmed as if dual wielding but suffers a -10 to the second attack.

Warhammer
Damage: 2 Type: Medium Range: Melee Dual: Yes

<p style="text-indent:.5in">A crushing weapon consisting of a shaft topped by a great steel hammerhead.

War Maul
Damage: 3 Type: Heavy Range: Melee Dual: No

<p style="text-indent:.5in">Similar to a Great Warhammer, this weapon is a long wooden or metal shaft with a large slab at the end. The weapon is somewhat more unwieldy than the Warhammer however it has a sharpened point on one end that can be used to pierce through armor. This point grants the weapon the ability to penetrate 15 points of Physical Resistance from armor, but must be wielded with two hands. In exchange for this benefit the unwieldy nature of the War Maul imposes a -10 to attacks rolls.

Whip
Damage: 2 Type: Medium Range: Melee Dual: No

<p style="text-indent:.5in">A whip is a cord or chain appropriately made to be used as a weapon. It is used with rapid flicks of the wrist and is capable of cutting or trapping an opponent. When a wielder chooses they can use the weapon to tangle someone up on a successful strike rather than do damage. A trapped character must make an opposed roll each turn to break free unless the wielder frees them.