Melee weapons

Weapon # of Hands Diff Staging Damage Dam Type Category
Garrote2N/A
Kama115+81d8Wound
Whip120+01d3-1Bludgeon
Battle Axe1 or 230+12 / +161d10+2WoundAxe
Footman's Pick1 or 230+12 / +162d6+1WoundAxe
Great Axe245+202d6+2WoundAxe
Hand Axe120+121d6+2WoundAxe
Pick-axe250+202d6+3WoundAxe
Wood Axe230+161d8+2WoundAxe
Wood Sledge240+181d10+2WoundAxe
Chain1 or 215+2 / +21d6BludgeonChain
Dual Flail250+162d8+2MixedChain
Flail1 or 240+12 / +162d8+2MixedChain
Hooked Chain1 or 225+4 / +41d6WoundChain
Nunchaku1 or 215+4 / +41d6BludgeonChain
Weighted Chain1 or 220+8 / +81d8BludgeonChain
Cane1 or 25+2 / +61d6BludgeonClub
Crowbar1 or 215+8 / +121d8BludgeonClub
Heavy Club220+121d8+3BludgeonClub
Le Pip110+61d6+1BludgeonClub
Light Club110+61d6BludgeonClub
Medium Club1 or 215+8 / +121d8BludgeonClub
Tonfa11561d6Bclub
Brass Knuckles1 or 2*+4 / +4+1 to punchBludgeonFist
Punching dagger1 or 2+5+6 / +6+2 to punchWoundFist
War Claws1 or 210+4 / +41d6WoundFist
Claw Hammer115+81d6+2B or WHammer
Sledge Hammer240+202d8BludgeonHammer
War Hammer115+82d6BludgeonHammer
Butcher Knife120+61d8WoundKnife
Dagger110+41d6WoundKnife
Heavy Mace1 or 230+12 / +162d8BludgeonMace
Light Mace115+81d10+1BludgeonMace
Light Morning Star120+82d6MixedMace
Morning Star1 or 230+12 / +162d8MixedMace
Bayonette215+101d6+1WoundPole-arm
Glaive215+81d8+1B or WPole-arm
Halberd230+102d6+1WoundPole-arm
Long Spear1 or 225+12 / +142d6WoundPole-arm
Naginata215+81d8+1B or WPole-arm
Naginata, double225+81d8+1WoundPole-arm
Pike1 or 220+8 / +82d6WoundPole-arm
Ranseur225+162d6WoundPole-arm
Scythe240+122d8WoundPole-arm
Short Spear1 or 220+8 / +101d10WoundPole-arm
Staff210+81d8BludgeonPole-arm
Trident1 or 225+12 / +161d10+1WPole-arm
Bastard Sword1 or 225+8 / +122d6WoundSword
Broadsword1 or 230+12 / +162d6WoundSword
Cane Sword120+81d8+1WoundSword
Cavalry Sabre115+81d8+1WoundSword
Claymore240+202d8WoundSword
Falchion230+161d10+1WoundSword
Greatsword240+202d8WoundSword
Katana1 or 225+8 / +122d6WoundSword
Long Sword1 or 220+8 / +121d10+1WoundSword
Nodachi240+202d8WoundSword
Rapier120+81d8+2WoundSword
Scimitar1 or 220+12 / +161d8+1WoundSword
Short Sword115+81d8+1WoundSword
Tulwar1 or 230+12 / +162d6WoundSword
Wakizashi115+81d8+1WoundSword

Melee Weapons

Melee weapons come in many different types. Swords, axes, clubs, knives, and just about anything else you can think of to pick up and swing at a person. Melee weapons have different effects upon the game, depending on which type of weapon is being used. Melee weapons are measured in several different ways. The explanations of various melee weapon stats are included here.

  • Weapon Name: This is what the weapon is called.
  • # Hands: This indicates how many hands are required to use the weapon effectively.
    • Weapons that indicate one hand only are usually very light or very small, making double handed use unnecessary or without benefit.
    • Some weapons are suited for 1 or 2 handed use. Such weapons usually grant the wielder a bonus to staging values if wielded with both hands.
    • Two-handed weapons are so large or heavy that one-handed use is generally impossible. Attempting to wield a two-handed weapon single-handed imposes a -30 AV attack penalty.
  • Staging: Most melee weapons simply stage at the same value as the wielder's strength. Some weapons, due to their weight or edge will cause more or less severe damage. Additionally, most weapons listed as "1 or 2 handed" weapons have multiple staging values listed. The first value is the staging value if wielded 1-handed. The other value is the staging value if the weapon is wielded 2-handed.
  • Damage: This indicates what dice the character rolls for damage.
  • Difficulty: This indicates how easy or hard it is to use a given weapon. This value is subtracted from a character's weapon skill AV to determine her Combat AV.
  • Damage Type: Bludgeon or Wound. This indicates the base type of damage inflicted by a weapon before staging is taken into consideration. Some weapons indicate multiple damage types. Read the weapon description for that weapon details.
Garrote: A garrote can come in many forms, but essentially is a sturdy length or rope, twine, wire, or chain capable of aiding an attacker when performing a choke-hold. Using a garrote in a choke hold gives the user a +10 SIZ rank bonus or +40 AV to actions, whichever is more beneficial for the attacker. This size bonus also ups the maximum size of target that an attacker can attempt a choke-hold on based on the 150% Rule.
Kama: Kama are common weapons among monks and martial artists, somewhat resembling sickles. They typically consist of a curved blade or hook on the end of a short wooden shaft and can typically be used as slashing or stabbing weapons.
- Easy Two Weapon: Using two of this type of weapon, one in each hand, reduces the two-weapon penalties by 10.
Whip: Whips don't cause much damage, but their primary use is typically to torment, ensare or disarm oppoents.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
- Long Reach: This weapon has a reach between 2 and 3 yards. Using this weapon against any opponent that is 5' or closer imposes a -40 AV penalty to all attacks.
Battle Axe: A battle axe is a large, well-balanced axe designed for one or two-handed use in combat.
Footman's Pick: Similar in design to a pick-axe, the footman's pick is a well-balanced piercing weapon designed to penetrate heavy armor.
- Penetrating: The weapon is capable of mitigating the effects of some heavy armor. The absorb and staging values of physical armor are effectively halved (rounded up in the defender's favor) when struck by a penetrating weapon.
Great Axe: Great axes are large, cumbersome, slow weapons that are devastating when successfully used.
Hand Axe: Hand axes are light, quick weapons typically balanced for both melee combat and throwing.
Pick-axe: A pick-axe is more a tool than a weapon, but still quite dangerous. Hard to wield and very heavy, a full-sized pick is devastatingly lethal when it hits.
- Penetrating: The weapon is capable of mitigating the effects of some heavy armor. The absorb and staging values of physical armor are effectively halved (rounded up in the defender's favor) when struck by a penetrating weapon.
Wood Axe: A wood axe is less a weapon and more a tool. Poorly balanced and slow to respond they are still effective in combat if the need arises.
Wood Sledge: This tool goes by many names, but the function and design are always the same. The head is a very heavily weighted used to split large logs. The blunt side of the head can be used exactly as a sledge-hammer if necessary. While a viable weapon, the wood sledge is very slow and unweildy against any moving opponent.
Chain: Lengths of chain are very dangerous, especially if used by a well trained warrior.
- Two-handed extra attack: When this weapon is wielded two-handed, the character can make one extra attack each round without counting as a major action. Thus taking 3 attacks would only count as 2 major actions.
Dual Flail: A dual flail is the similar to a standard flail except it possesses spiked balls on both ends of the shaft, attached by chain.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
- Double-ended: This weapon can be used to make double attacks by using both ends of the weapon. Each action, the attacker can choose to attack once with both ends of the weapon, but difficulty is increased by +10.
- Two-handed extra attack: When this weapon is wielded two-handed, the character can make one extra attack each round without counting as a major action. Thus taking 3 attacks would only count as 2 major actions.
Flail: A flail is typically a spiked ball or pair of spiked balls attached to a handle with a length of chain.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
Hooked Chain: A hooked chain is a vicious weapon, especially against an unprotected opponent, that possesses sharpened barbs and hooks on its ends and sometimes along its length.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
- Two-handed extra attack: When this weapon is wielded two-handed, the character can make one extra attack each round without counting as a major action. Thus taking 3 attacks would only count as 2 major actions.
Nunchaku: Nunchaku typically consist of two short pieces of wood or metal connected with a short length of chain.
- Two-handed extra attack: When this weapon is wielded two-handed, the character can make one extra attack each round without counting as a major action. Thus taking 3 attacks would only count as 2 major actions.
Weighted Chain: A weighted chain is nothing more than a length of chain with weighted balls on the ends which result in greater and more forceful impact when used to strike an opponent.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
- Two-handed extra attack: When this weapon is wielded two-handed, the character can make one extra attack each round without counting as a major action. Thus taking 3 attacks would only count as 2 major actions.
Cane: As a weapon, a cane can be a light yet effective bludgeon if necessary. If heavy enough, a can might classify as a light club at the game keeper's discretion.
Crowbar: A handy tool that also doubles as an effective weapon when necessary.
Heavy Club: A common bludgeon, large enough in size to require both hands to use for a common man.
Le Pip: A Le Pip is a short piece of iron rebar wrapped in leather on one end in order to provide a comfortable grip.
Light Club: A long bludgeoning device light enough to be wielded in one hand by a common man.
Medium Club: A medium club can be weilded either one handed or two-handed. Most effective bludgeons tend fall within this category of weapon.
Tonfa: A club with a handle at 90 degrees, allowing for the ability to easily switch between unarmed attacks, very short range melee attacks, hooking, grappling, and blockinging.
- Block bonus: Due to the weapon's design, this weapon grants the wielder a +10 AV bonus to all block attempts.
- Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
Brass Knuckles: Brass knuckles increase the damage and staged caused by normal punch attacks.
Punching dagger: A punching dagger is very similar to brass knuckles except it is a blade that covers the knuckles of the hand instead. Using a punching dagger increases the difficulty of any unarmed punching attacks by +5.
War Claws:

War Claws are modified gloves or bracers with a number of metal blades covering the back of the hand and extending forward. War claws give the character the benefit of wearing Reinforced Bracers. War Claws use the character's best unarmed combat skill for determining attack AV and allow defensive blocking actions against most melee attacks. While wearing war claws in their extended form, any actions requiring mobility of the hands and fingers, including spell casting, suffer a -50 AV penalty. Attempts to grapple while wearing war claws also suffer a -10 AV penalty and many maneuvers on the Unarmed Combat chart can not be performed if logic would conclude the claws would get in the way in that instance.

War claws come in three types: Fixed, Hinged, and Spring Loaded.

  • Fixed are solid, buckle or strap fastened. Equipping a pair takes 2 full rounds (1 round per claw). Removing a pair and releasing the buckles only requires 1 full round for both.
  • Hinged war claws require a major action per claw to extend or slide the claws forward and lock them safely into place. Retracting the claws likewise requires a major action per claw.
  • Spring Loaded Claws can be extended as a free action. Retracting them requires a major action per claw.

  • - Easy Two Weapon: Using two of this type of weapon, one in each hand, reduces the two-weapon penalties by 10.
    Claw Hammer: While not very large, claw hammers are common tools. They are relatively light, quick and almost always legal to carry. A claw hammer can be used to inflict either bludgeon or wound damage at the attacker's discretion.
    Sledge Hammer: More a tool than a weapon, a sledge hammer's great weight makes them dangerous in combat.
    War Hammer: War hammers are well balanced hammers designed specifically for combat and sometimes for throwing.
    Butcher Knife: A large, unwieldy knife commonly used for cooking.
    Dagger: A small fixed blade weapon. They are frequently balanced for both melee combat and for throwing.
    - Easy Two Weapon: Using two of this type of weapon, one in each hand, reduces the two-weapon penalties by 10.
    Heavy Mace: A wooden or metal shaft with a heavy metal bulb on the end.
    Light Mace: A wooden shaft with a weighted metal or stone bulb on the end.
    Light Morning Star: A light morning star is essentially a spiked version of the light mace.
    - Dual Damage: A weapon with this trait causes both Bludgeon and Wound types of damage simultaneously, simply dividing the damage in half and inflicting that amount of each type of damage. In the event of a remainder, the extra point of damage is considered to be bludgeon.
    Morning Star: A morning star is essentially a spiked version of a heavy mace.
    - Dual Damage: A weapon with this trait causes both Bludgeon and Wound types of damage simultaneously, simply dividing the damage in half and inflicting that amount of each type of damage. In the event of a remainder, the extra point of damage is considered to be bludgeon.
    Bayonette: A bayonette is essentailly a metal spear-like attachment for the tip of a rifle.
    Glaive: A glaive is a single-edged blade attached to the end of a pole. The design is strikingly similar to a naginata and the two weapons can be used interchangeably.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Defensive Weapon: Fighting Defensively grants a +20 DR bonus against melee attacks while using this weapon instead of the standard +10 bonus.
    - Double-ended: This weapon can be used to make double attacks by using both ends of the weapon. Each action, the attacker can choose to attack once with both ends of the weapon, but difficulty is increased by +10.
    Halberd: The halberd consists of an axe blade topped with a spike mounted on a long shaft. It always has a hook or thorn on the back side of the axe blade for grappling mounted combatants.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Long Spear: A long spear or full spear is a balanced weapon designed for melee combat and throwing.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Long Reach: This weapon has a reach between 2 and 3 yards. Using this weapon against any opponent that is 5' or closer imposes a -40 AV penalty to all attacks.
    Naginata: The naginata is a bladed battle staff or pole-arm that is equally effective either offensively or defensively. It is considered a double-ended weapon where one end can be used as a common staff.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Defensive Weapon: Fighting Defensively grants a +20 DR bonus against melee attacks while using this weapon instead of the standard +10 bonus.
    - Double-ended: This weapon can be used to make double attacks by using both ends of the weapon. Each action, the attacker can choose to attack once with both ends of the weapon, but difficulty is increased by +10.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Naginata, double: The double-bladed naginata is identical to the single-bladed version except it possesses blades on both ends.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Defensive Weapon: Fighting Defensively grants a +20 DR bonus against melee attacks while using this weapon instead of the standard +10 bonus.
    - Double-ended: This weapon can be used to make double attacks by using both ends of the weapon. Each action, the attacker can choose to attack once with both ends of the weapon, but difficulty is increased by +10.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Pike: A form of long-spear that is especially deadly against cavalry but is not well suited for being thrown.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Long Reach: This weapon has a reach between 2 and 3 yards. Using this weapon against any opponent that is 5' or closer imposes a -40 AV penalty to all attacks.
    Ranseur: A ranseur (also called a runka or a rawcon) is a type of polearm. It is frequently seen in royal courts as a ceremonial weapon. The head of the ranseur is a three-pronged spear head, somewhat resembling a trident.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Block bonus: Due to the weapon's design, this weapon grants the wielder a +10 AV bonus to all block attempts.
    - Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
    - Long Reach: This weapon has a reach between 2 and 3 yards. Using this weapon against any opponent that is 5' or closer imposes a -40 AV penalty to all attacks.
    Scythe: More a tool than a weapon, the scythe is designed to cut down large swaths of grass with a great curved blade. As a weapon, a scythe is slow and a little clumsy, but very dangerous.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Short Spear: A short spear is a balanced weapon designed for both close melee combat and throwing.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Staff: The staff is a common bludgeon that requires little skill to use but in the hands of a skilled warrior is particularly effective. Staves come in many different shapes and sizes, but the function is basically the same.
    - Defensive Weapon: Fighting Defensively grants a +20 DR bonus against melee attacks while using this weapon instead of the standard +10 bonus.
    - Double-ended: This weapon can be used to make double attacks by using both ends of the weapon. Each action, the attacker can choose to attack once with both ends of the weapon, but difficulty is increased by +10.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Trident: A trident is a three-pronged spear that can be either thrown or used in melee combat.
    - Anti-charge: This weapon can be set to receive an oncoming charge. In effect, this grants the wielder a single free attack at full AV against one charging opponent per round and inflicts +4 damage and +5 staging. This free attack occurs before the opponent's initiative as long as the charging opponent's weapon has shorter reach.
    - Block bonus: Due to the weapon's design, this weapon grants the wielder a +10 AV bonus to all block attempts.
    - Defensive Weapon: Fighting Defensively grants a +20 DR bonus against melee attacks while using this weapon instead of the standard +10 bonus.
    - Disarm: The weapon's design grants a +10 bonus to any disarm attempts.
    - Reach: A weapon with reach can typically give a defender a significant advantage as opponents approach their defensive perimeter.
    Bastard Sword: A common sword closely related to the long sword suitable for one or two-handed use, but often used two-handed.
    Broadsword: A sword with a broad, heavy blade.
    Cane Sword: A slender fencing blade hidden inside a cane. The weapon can also be used as a bludgeon by using the cane stats.
    Cavalry Sabre: A light slashing weapon popular with fencers and cavalry.
    Claymore: A very large weapon which is in the greatsword family.
    Falchion: A larger weapon similar to the scimitar or tulwar with a large curved blade.
    Greatsword: A huge, 2-handed weapon with great weight.
    Katana: A long-blade with a gentle curve that can be used one or two-handed.
    Long Sword: A long thin blade suitable for both thrusting and slashing fighting styles.
    Nodachi: A form of greatsword which is very similar in design to the Katana.
    Rapier: A classic and refined fencing weapon designed for quick thrusts.
    Scimitar: A medium weight slashing weapon with a curved blade.
    Short Sword: A an easy to use short blade that is primarily used for thrusting attacks but it does possess a cutting edge.
    Tulwar: A broad, curved blade that excels when used as a slashing weapon.
    Wakizashi: A form of the shortsword, very similar in design to a katana.