Melee Weapons Table weapon name damage cost hands gp needed AXES berdache (axe) 1-10 20 gp 2 battle axe 1-8 10 gp 1 hand axe 1-4 3 gp 1 pole axe 1-10 15 gp 2 halberds 1-10 10 gp 2 BLUDGEONS club varies varies 1 flail 1d6+2 12 gp 1 mace 1d6+1 8 gp 1 maul 1d8 10 gp 2 morning star 1d6+2 15 gp 1 sap 1d4 2 gp 1 scorpion 1d6 13 gp 1 staff 1d6 2 gp 2 war club 1d8+1 5 gp 2 war hammer 1d6 10 gp 1 war hammer 1d4+1 12 gp 1 (horseman's) KNIVES dagger 1d4 3 gp 1 dirk * 1d4 2 gp 1 knife 1d4+1 4 gp 1 knife, butterfly 1-3 2 gp 1 knife, Jack 1-3 2 gp 1 kriss dagger 1d4+1 5 gp 1 stiletto 1-2 1 gp 1 MISCELLANEOUS adarga 1d6 15 gp 1 bagh nakh 1d4 3 gp 1 bokken 1-2 4 gp 1 catch pole * 0/1-4 12 gp 1 cestuis 1d4+3 5 gp 1 garrotte 1d4+ 1pt cumulative per round 1 gp 2 gunsen 1d4 3 gp 1 hammer-axe 1d6/1d8 20 gp 2 jitte 1d4 5 gp 1 kick 1d6 na na lajatang 1d6 15 gp 2 leer-pa 1d6 18 gp 2 nunchaku 1d4+1 6 gp 1 pendjepit * 1-2 10 sp 1 pick, war 1d6 12 gp 2 pick-axe 1d6/1d8 20 gp 2 pick-hammer 1d6/1d6 20 gp 2 punch 1d4 na 1 shuko * (1d4/1d4)+3 8 gp 1 tonfa 1d4+1 7 gp 1 POLE ARMS bec de corbin 1d8 15 gp 2 bill guisarme * 1d8+1 10 gp 2 bill hook * 1d8+1 8 gp 2 fauchard 1d8 10 gp 2 fauchard fork 1d8/1d6+1 12 gp 2 fauchard guisarme 1d8 15 gp 2 glaive 1d6 9 gp 2 glaive fork 1d6/1d6+1 12 gp 2 glaive guisarme 1d6/1d8 10 gp 2 guisarme * 1d8 15 gp 2 guisarme voulge 1d8/2d8 20 gp 2 lochaber axe 1d10 15 gp 2 lucern hammer 1d10 15 gp 2 voulge 2d8 10 gp 2 ROPE WEAPONS catch noose * 1d4+1 per round 1 gp 2 cat-o-nine tail 1d6 5 gp 1 negegam * 1d4+1 10 gp 2 rope bladed * 1d4 8 gp 2 whip * 1-3 10 cp/ft 1 SIEGE WEAPONS ballista see weapon description catapult see weapon description cauldron 4d8 50 gp 2 men suspended ram 5-50 30 gp 12 men SPEARS lances * 1d6 10 gp 2 military fork 1d4+1 5 gp 2 pike * 1d6 12 gp 2 trident 1d6 7 gp 2 ranseur 1d6 10 gp 2 spear 1d6 10 gp 1 spetum 1d6 10 gp 2 SWORDS bastard sword * 2-8 25 gp 1-2 broad sword 1d8+1 30 gp 1 cutlass 1d8 15 gp 1 foil 1d4 10 gp 1 flamberge 1d10 20 gp 2 gauntlet sword 1d8 30 gp 1 kriss sword 1d8 20 gp 1 kitana * 1d8+1 25 gp 1 long sword 1d8 17 gp 1 rapier 1d6 15 gp 1 scimitar 1d8 15 gp 1 short sword 1d6 10 gp 1 two-handed sword 1d10 35 gp 2 WEAPONS DAMAGE AND RANGE NOTES Lance, war hammer-footman's: This weapon gains a +2 to damage when used from a charging mount. Dirk: This weapon gains a +1 when used by surprise vs armor. Catch Pole: This weapon only does damage if the victim struggles or the captor states he wishes to do damage. Pendjepit: This weapon only does damage va unarmored opponents. Shuko: If worn as a pair to aid climbing add 15%. Kitana: This weapon has a 1 in 6 chance to disarm if intent Bill guisarme, bill hook, guisarme: This weapon has a 25% chance to un-mount riders. Bastard sword: Treat as a long sword if used one handed. Negegam, bladed rope: This weapon has a 25% chance to entangle or 50% chance to entangle if the wielder is nonproficient. Whip: A character proficient whip may entangle or disarm an before attack takes place, see weapon description. Lances: This weapon does double damage when used from a charging mount. Pike: This weapon does double damage when set to receive a charge.
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