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Weapons

Damage Types

This weapons reference uses five core damage types:

  • Cleaving — Heavy bladed weapons that split and separate through weight and mass
  • Cutting — Light to medium blades that cut cleanly through material
  • Piercing — Fine points designed to penetrate gaps (mail rings, armor seams)
  • Puncturing — Concentrated force designed to break through solid barriers (plate armor)
  • Crushing — Blunt force impact causing trauma and deformation

Weapon Properties

The bold text at the end of each weapon description, and the Properties column of each table, list what the weapon adds:

  • A bonus to a maneuver's roll (such as +2 to Rive Attack, +2 to Breaker damage, or +1 to Threading the Needle Aiming Trial) adds to that roll when you use the maneuver with this weapon.
  • A bonus to a maneuver's DC (such as +1 to Horn Thrust DC) raises your Weapon Mastery DC, which the target rolls against to resist that maneuver.
  • A maneuver's name alone (such as Hook on a Khopesh) lets you use that maneuver with this weapon, even if it belongs to another weapon type.

You must be able to use a maneuver to benefit from a property that names it. A borrowed maneuver uses your mastery in the weapon's own type to meet its mastery requirement. For example, the Baselard's Lunge and Fade requires Expert in Daggers, and the Peasant Flail's +2 to Smash applies once you reach Master in the Two-Handed style.

Engagement. A weapon's Engagement column sets its speed. Where it differs from the category's default speed in Weapon Mastery, the weapon's listed speed applies.

Tool. The weapon doubles as a working tool (chopping, digging, farm work, or fishing) and serves for those tasks without buying a separate tool.

Around the Shield. The weapon's head swings around a shield. A defender's shield adds no Defense against this weapon's attacks (for a creature, remove its shield's +1 step on defense) and cannot absorb their damage.

No Parry. The weapon's short, flexible haft cannot turn a blow aside. You cannot use Parry while wielding it.

Sap. When you Bash with this weapon, a target that fails the trial advances Impaired by 1 tier, or by 2 tiers if it fails by 5 or more. If the target rolls a natural minimum, it falls Unconscious for a number of rounds equal to your Bludgeons Mastery Tier, or until it takes damage or an adjacent creature spends 1 AP to rouse it. When it wakes, it is Stunned (Impaired Tier 2).

Sting. The weapon exists to break the skin and deliver whatever coats or fills its dart: a poison, a sedative, or another agent. The wound itself does little. If you know them, it benefits only from the following: - Maneuvers: Threading the Needle, Steady Hand. - Ranged Style passives: Precision Fire, Elevated Position, Firing Port (Marksman); Light Feet, Enfilade, Moving Target (Skirmisher).

A weapon with Sting does not benefit from Opportunist attacks.

+N to Defense. While you wield this weapon, gain a Bonus of N to your defense rolls against melee attacks. It does not apply against ranged attacks.


Axes

Axes are primarily cleaving weapons, but can also incorporate puncturing or crushing damage, depending on their construction.

Bardiche. A long cleaver-like axe, usually at least 2 feet, affixed to a 4-5 foot haft. Wielders rely on its weight for heavy, slashing attacks. (+2 to Rive Attack)

Bearded Axe. This axe is so-called for the shape of its head, which extends downward, as if in the shape of a beard. It is very effective at hooking weapons and shields. (+2 to Hook Attack)

Doloire. Also known as a Wagoner's Axe, the doloire is actually an effective tool for working on carts and wagons, having a broad axe head with a blunted hammer on the back end. Can be used as a tool or a weapon. (Tool, Bash)

Francisca. This axe is primarily a throwing weapon, with a narrow, curved arched axe-head affixed to a curved or S-shaped haft. (Thrown (15/30/45))

Halberd. Closely related to most pole weapons, the halberd is an effective weapon in that regard. It is effective as a spear or an axe, usually mounted on a 5-6 foot haft. (Reach (10 ft.), Set Spear)

Labrys. A symmetrical double-headed axe head affixed to a 4-6 foot haft. It is a weighty, slow weapon that is designed to cleave with tremendous force. (+2 to Attack)

Long Axe. This axe has a wide, thin blade that is excellent at cutting. The upper horn is pronounced, also making it effective as a piercing weapon. The axe is usually mounted on a 3-4 foot haft. (+1 to Horn Thrust DC)

Mattock. Not necessarily a weapon for war, designed for digging and trenching. However, this poor-man's axe is effective enough in a pinch. Can be used as a digging tool or a weapon. (Tool)

Pale Axe. Also known as a Sparth Axe, the pale axe has a large axe head with a broad blade, usually mounted on a 4-5 foot haft. The shape of the head makes it particularly effective at stabbing and hooking. (+2 to Hook Attack)

Parashu. The parashu is an axe that takes a variety of forms and is versatile in its construction. It can have a single blade or a double blade and can be mounted on a haft from 3-7 feet in length. (+1 to Hew Attack)

Shepherd's Axe. A light axe with a smaller axe head shaped so that it can fit in hand as if using a walking stick. Often mounted on a haft of about 2-3 feet. (Tool, Bash)

Sickle. A farming tool that can be used as a melee weapon. It is effective at cutting through underbrush and weeds, but in combat it acts as a piercing weapon. (Tool)

Voulge. Also known as a pole cleaver, the voulge is effectively a meat cleaver attached to a 4-6 foot haft. It is a weapon meant for hacking, though not as heavy as axes of a similar size. (Reach (10 ft.))

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Bardiche 1 sc Slow Two-Handed (V) Cleaving
Puncturing
L / 6 lbs. Long +2 to Rive Attack
Bearded Axe 1 sf Slow \ Mod Versatile (II/IV) Cleaving
Piercing
L / 4 lbs. Standard +2 to Hook Attack
Doloire 1 st Slow Two-Handed (V) Cleaving
Crushing
L / 5 lbs. Long Tool, Bash
Francisca 2 sg Fast Light One-Handed (I)
Light Thrown (I)
Cutting L [5] / 1 lb. Short Thrown (15/30/45)
Halberd 1 sc Slow Two-Handed (V) Cleaving
Puncturing
L / 6 lbs. Long Reach (10 ft.), Set Spear
Labrys 1 sc Slow Two-Handed (V) Cleaving L / 7 lbs. Long +2 to Attack
Long Axe 1 sf Slow \ Mod Versatile (II/IV) Cutting
Piercing
L / 4 lbs. Standard +1 to Horn Thrust DC
Mattock 1 sg Mod Heavy One-Handed (II) Cutting
Puncturing
L / 3 lbs. Standard Tool
Pale Axe 1 sf Slow Two-Handed (V) Cleaving
Piercing
L / 5 lbs. Long +2 to Hook Attack
Parashu 1 ss Slow \ Mod Versatile (II/IV) Cutting
Cleaving
L / 4 lbs. Long +1 to Hew Attack
Shepherd's Axe 2 sg Fast Light One-Handed (I) Cutting L / 2 lbs. Standard Tool, Bash
Sickle 1 ss Fast Light One-Handed (I) Piercing L / 2 lbs. Short Tool
Voulge 1 ss Moderate Two-Handed (V) Cleaving L / 5 lbs. Long Reach (10 ft.)

Bludgeons

Bludgeons are weapons that are particularly effective against heavier armors. They can dent, bend, and bludgeon plate armors, rendering them ineffective. In addition, many are designed with pick-like heads that can further wreak havoc on armored foes.

Blackjack. A small leather sack, 4"-8" long, often filled with lead and carried with a leather strap. It is effective against unarmored opponents, but deals no damage to armor or to anyone wearing armor or a helm. It also has no effect on creatures with Crushing Resistance 6 or more, or with a Footprint larger than 1×1. (Sap)

Club. Perhaps one of the simplest options for a bludgeon. This weapon can be as simple as a piece of hard wood, such as ash or oak, or incorporate metal bands to increase the weight of the striking end. Clubs vary in size and can be anywhere from 2 feet to 5 feet in length. (Riposte)

Flail, Kisten. A flail is comprised of a heavy bludgeon, usually metal, attached by a flexible hinge, chain, rope, or strap. The kisten flail is usually a smooth iron ball with a chain, which is generally attached to a wooden haft. (Around the Shield, No Parry)

Flail, Peasant. A flail is comprised of a heavy bludgeon, usually metal, attached by a flexible hinge, chain, rope, or strap. The peasant flail is a long haft, around 4-5 feet, that usually has a hinge with a spiked cylindrical bludgeon attached to it. (Around the Shield, +2 to Smash Attack)

Flail, Morning Star. A flail is comprised of a heavy bludgeon, usually metal, attached by a flexible hinge, chain, rope, or strap. A morning star flail is usually a spiked iron ball with a chain, which is generally attached to a wooden haft. (Around the Shield, No Parry, +2 to Breaker damage)

Hammer, Lucern. A 5-7 foot haft topped with a long thrusting spike, a pronged hammer, and a rear beak. It is effective at bludgeoning and piercing as well as manipulating enemies in combat. (Reach (10 ft.), Set Spear)

Mace, Flanged. Also known as a Pernarch, the flanged mace is usually more ornate than other maces, but with good reason. The flanges on the mace are narrow plates of iron or steel that run parallel to the haft and are specifically designed to penetrate and destroy plate armor. (+1 to Sunder DC)

Mace, Knobbed. Knobbed maces are not smooth, but are also not spiked in the same way a morning star is. Instead, the "knobs" are thick spikes that are designed to penetrate armor. (+1 to Bash DC)

Mace, Morning Star. A morning star mace usually consists of a spiked iron or steel ball at the end of a 2-3 foot haft. While it does bludgeon, after a manner, the spikes are the main instrument of harm. (+1 to Attack)

Maul. A long-handled war hammer with a heavy head, usually of either wood weighted with lead or made of iron. It is slow and unwieldy, but can be a devastating weapon. Oftentimes, the end of the haft is sharpened or affixed with a spearhead. (+2 to Attack)

Pick, Horseman's. The horseman's pick is a type of war hammer with a long, hooked spike on the reverse of a hammer head. The weapon is designed to penetrate armor that slashing weapons simply cannot. (Hook)

Planson. A bludgeoning weapon with a steel spike at the end of a 3-5 foot shaft. It is effective against heavily armored opponents. (+2 to Sunder Attack)

Quarterstaff. In truth, a quarterstaff is not much different than a club, except in how it is wielded. Usually around 6 feet in length, the ends can be banded with bronze or iron and used to bludgeon foes. (Trip)

Rungu. A rungu is a club made for throwing. It is only about 1.5 feet long with a rounded knob on the end. The weight distribution makes it effective for throwing long distances. (Thrown (30/60/90))

Sling. A simple length of cord or leather with a pouch for throwing stones. It requires two hands to load the ammunition and throw. A shield with a shield pouch can be wielded with the sling, so long as the wielder is not in melee combat. (+1 to Bash DC, Range (300/600/900))

Stave Sling. A staff of 4-6 feet in length with a sling mechanism attached to one end and a peg on the other. The staff adds leverage, hurling heavier stones in a high arc at the cost of speed. (Brace, +1 to Steady Hand Attack, Range (200/400/600))

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Blackjack 1 ss Fast Light One-Handed (I) Crushing L / 1 lb. Short Sap
Club 1 cf Slow \ Mod Versatile (II/IV) Crushing L / 3 lbs. Standard Riposte
Flail, Kisten 1 sf Mod Heavy One-Handed (II) Crushing L / 3 lbs. Standard Around the Shield, No Parry
Flail, Peasant 1 ss Slow Two-Handed (V) Puncturing L / 8 lbs. Long Around the Shield, +2 to Smash Attack
Flail, Morning Star 1 sf Slow \ Mod Versatile (II/IV) Puncturing L / 4 lb. Standard Around the Shield, No Parry, +2 to Breaker damage
Hammer, Lucern 1 sf Slow Two-Handed (V) Crushing
Piercing
L / 6 lbs. Long Reach (10 ft.), Set Spear
Mace, Flanged 1 sc Mod Heavy One-Handed (II) Puncturing L / 3 lbs. Standard +1 to Sunder DC
Mace, Knobbed 1 sf Mod Heavy One-Handed (II) Puncturing L / 3 lbs. Standard +1 to Bash DC
Mace, Morning Star 1 sf Slow \ Mod Versatile (II/IV) Puncturing L / 4 lbs. Standard +1 to Attack
Maul 1 ss Slow Two-Handed (V) Crushing M / 10 lbs. Long +2 to Attack
Pick, Horseman's 1 sf Mod Heavy One-Handed (II) Crushing
Puncturing
L / 4 lbs. Standard Hook
Planson 1 sf Slow Two-Handed (V) Crushing
Puncturing
L / 8 lbs. Long +2 to Sunder Attack
Quarterstaff 1 cf Slow Two-Handed (V) Crushing L / 3 lbs. Long Trip
Rungu 1 sp Fast Light One-Handed (I)
Light Thrown (I)
Crushing L [5] / 1 lb. Short Thrown (30/60/90)
Sling 1 cf Mod Light Thrown (I) Ammunition L / 1 lb. Short +1 to Bash DC
Range (300/600/900)
Stave Sling 1 sg Slow Heavy Thrown (II) Ammunition L / 2 lbs. Long Brace, +1 to Steady Hand Attack
Range (200/400/600)

Projectiles

Projectile weapons include bows, crossbows, and blowguns. Generally, these are powerful ranged weapons that can be effective at harrying enemy combatants. Plate armors are particularly resistant to projectiles, and it takes a skilled marksman to find the gaps.

Blowgun. 6"-4' long tube, usually wood or bamboo. Requires two hands to load, aim, and blow a dart at a target. Darts do minimal damage by themselves and are usually intended as a means of delivering poison of some kind. (Sting, +1 to Threading the Needle Aiming Trial, Range (25/50/75))

Crossbow, Balestrino. The balestrino crossbow can be spanned by hand by any humanoid and can be fired once per round (1 AP to fire, 1 AP to reload). If the crossbow is already spanned, act in Fast phase, otherwise act in Moderate phase. A balestrino crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you may move, as the process allows you to hold the crossbow off the ground while making use of the screw-crank. This crossbow is sometimes called the "Assassin's Crossbow." It is small enough to be easily concealed and is surprisingly powerful given its size, but has a limited range and is most often a means of delivering poison rather than trying to inflict actual injury. (Sting, Range (20/40/60))

Crossbow, Belt-and-Hook. The belt-and-hook crossbow can be spanned by any humanoid and requires 2 AP to reload. If the crossbow is already spanned, act in Fast phase, otherwise act in Slow phase. A belt-and-hook crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you cannot move, as the process requires that you load the crossbow into the belt-and-hook pulley contraption. (+1 to Threading the Needle Aiming Trial, Range (200/400/600))

Crossbow, Cranequin. The cranequin crossbow can be spanned by any humanoid with at least Strength Tier 2 and requires 8 AP to reload (typically spanning over multiple rounds). If the crossbow is already spanned, act in Moderate phase, otherwise act in Slow phase. A cranequin crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you may move, as the process allows you to hold the crossbow off the ground while making use of the crank. This crossbow is favored by cavalry, as they are able to lay it across their laps while using the cranequin. Due to the long load time, it is often either used during a siege behind crenelations, in conjunction with a pavise shield, or spanned and loaded by a servant or squire. (Range (300/600/900))

Crossbow, Goat's Foot. The goat's foot crossbow can be spanned by any humanoid with at least Strength Tier 3 and requires 2 AP to reload. If the crossbow is already spanned, act in Fast phase, otherwise act in Slow phase. A goat's foot crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you may move, as the process allows you to hold the crossbow off the ground while making use of the lever. (+1 to Threading the Needle Aiming Trial, Range (200/400/600))

Crossbow, Munition. The munition crossbow can be spanned by any humanoid with at least Strength Tier 2 and requires 1 AP to reload. If the crossbow is already spanned, act in Fast phase, otherwise act in Moderate phase. A munition crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you cannot move, as the process requires that you place the cocking stirrup on the ground while drawing the string with both hands. (+1 to Threading the Needle Aiming Trial, Range (150/300/450))

Crossbow, Windlass. The windlass crossbow can be spanned by any humanoid with at least Strength Tier 2 and requires 6 AP to reload (typically spanning over multiple rounds). If the crossbow is already spanned, act in Moderate phase, otherwise act in Slow phase. A windlass crossbow requires 2 hands to span, fire, and load. When spanning and loading the crossbow, you cannot move, as the process requires that you place the cocking stirrup on the ground while affixing and operating the windlass. Due to the long load time, it is often either used during a siege behind crenelations, in conjunction with a pavise shield, or spanned and loaded by a servant or squire. (Range (300/600/900))

Hornbow. A composite bow with laminates of natural adhesives into layers of horn, wood, and sinew. The bow is then sealed with bark, leather, or lacquer to protect the layers. These bows are light, small, and have long draw lengths. The size of these bows make them ideal for use on horseback, but the natural adhesives can deteriorate over time or in inclement weather. (+1 to Snap Shot Attack, +1 to Threading the Needle Aiming Trial, Range (150/300/450))

Selfbow. A bow made from a single piece of wood, usually yew or ash. These bows are powerful and reliable, though they require more maintenance than composite bows. (+1 to Long Shot Attack, Range (200/400/600))

Warbow. A long bow optimized for warfare, with significant draw weight and range. Warbows require considerable strength to draw effectively and can deliver devastating volleys. (+2 to Attack, Range (250/500/750))

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Blowgun 1 sp Mod Fixed Projectile (1) Ammunition L / 1 lb. Short Sting, +1 to Threading the Needle Aiming Trial
Range (25/50/75)
Crossbow, Balestrino 1 gn Fast \ Mod Fixed Projectile (3d2) Ammunition L / 3 lbs. Short Sting
Range (20/40/60)
Crossbow, Belt-and-Hook 1 gm Fast \ Slow Fixed Projectile (3d6) Ammunition L / 9 lbs. Standard +1 to Threading the Needle Aiming Trial
Range (200/400/600)
Crossbow, Cranequin 1 gs Mod \ Slow Fixed Projectile (3d10) Ammunition M / 15 lbs. Standard Str Tier 2
Range (300/600/900)
Crossbow, Goat's Foot 1 gm Fast \ Slow Fixed Projectile (3d6) Ammunition L / 9 lbs. Standard +1 to Threading the Needle Aiming Trial, Str Tier 3
Range (200/400/600)
Crossbow, Munition 1 sc Fast \ Mod Fixed Projectile (3d4) Ammunition L / 6 lbs. Standard +1 to Threading the Needle Aiming Trial, Str Tier 2
Range (150/300/450)
Crossbow, Windlass 1 gs Mod \ Slow Fixed Projectile (3d10) Ammunition M / 15 lbs. Standard Str Tier 2
Range (300/600/900)
Hornbow 1 sc Fast Light Projectile (I) Ammunition L / 2 lbs. Standard +1 to Snap Shot Attack
+1 to Threading the Needle Aiming Trial, Range (150/300/450)
Selfbow 1 ss Mod Heavy Projectile (IV) Ammunition L / 3 lbs. Long +1 to Long Shot Attack
Range (200/400/600)
Warbow 1 sf Slow Heavy Projectile (IV) Ammunition L / 4 lbs. Long +2 to Attack
Range (250/500/750)

Daggers

Daggers are valuable in tight quarters and are sometimes underappreciated for their effectiveness in dispatching heavily armored foes, able to find gaps in armor that larger and clumsier weapons cannot target.

Baselard. This dagger is closer to a short sword than an actual dagger, with a blade around 2 feet in length. Oftentimes it is used as a deterrent, worn ostensibly to scare off hooligans, but ultimately is a functional weapon in its own right. (Lunge and Fade)

Ear Dagger. This dagger gets its name from the unique shape of the pommel, which somewhat resembles an ear. The rounded pommel allows wielders to hook their thumb over it to increase the force of their stab. This weapon is favored by assassins. (+1 to Coup de Grace Attack)

Great Knife. A single-edged, slightly curved knife with a clipped-back tip. The straight cross guard makes it effective at protecting the wielder's hand, and countering incoming attacks. (Thrown (10/20/30), Riposte)

Kunai. A leaf-shaped iron tool about 8-12 inches long, originally a mason's trowel used for digging and prying, with a ring at the pommel for a rope. Unremarkable enough to pass as a laborer's tool, it doubles as a concealed weapon or a climbing piton. (Tool)

Parrying Dagger. Also known as a left-handed dagger, this weapon is designed to be used as an off-hand weapon. It is effective at turning aside attacks and opening up opportunities for the wielder's main-hand attack. (+1 to Defense, +1 Defense Bonus to Parry)

Rondel. A foot long dagger with a needle point, this weapon is ideal for finding gaps in armor at the joints, through the visor of the helm, or piercing through chain mail. It is favored by warriors as a sidearm and a last line of defense. (+1 to Finding the Gap Aiming Trial)

Seax. A long, single-edged knife, curved as often as not. The weight of the blade makes it almost axe-like, effective at hacking and slashing. (Thrown (10/20/30), Rive)

Swordbreaker. Despite its name, the swordbreaker is not designed to break swords, but instead to break or disrupt an attack. The knife has a single edge and the back of the blade has wide teeth designed to catch bladed weapons and break the attack. Its notched spine makes it unusually heavy for its size. (+1 to Defense, +1 to Disarm DC)

War Dart. A war dart is a 1-2 foot fletched shaft with a barbed metal head. These can be thrown 1, 2, or 3 at a time, but travel 15 feet less. Throwing two or three darts is still a single attack costing 1 AP, with one attack roll per dart. Two darts impose a −2 Penalty on each attack and act one phase slower; three impose −4 and act two phases slower. (Thrown (25/50/75))

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Baselard 2 sf Mod Heavy One-Handed (II) Cutting
Piercing
L / 2 lbs. Short Lunge and Fade
Ear Dagger 1 sf Fast Light One-Handed (I) Piercing L / 1 lb. Short +1 to Coup de Grace Attack
Great Knife 2 sf Fast Light One-Handed (I) Cutting
Piercing
L / 2 lbs. Short Thrown (10/20/30), Riposte
Kunai 1 sg Fast Light One-Handed (I) Piercing L / 1 lb. Short Tool
Parrying Dagger 1 sf Fast Light One-Handed (I) Piercing L / 2 lbs. Short +1 to Defense, +1 Defense Bonus to Parry
Rondel 2 sf Fast Light One-Handed (I) Piercing L / 1 lb. Short +1 to Finding the Gap Aiming Trial
Seax 1 sf Fast Light One-Handed (I) Cutting
Piercing
L / 2 lbs. Short Thrown (10/20/30), Rive
Swordbreaker 1 gn Mod Heavy One-Handed (II) Cutting L / 2 lbs. Short +1 to Defense, +1 to Disarm DC
War Dart 4 sp Fast Light Thrown (I) Piercing L [5] / 1 lb. Short Thrown (25/50/75)

Pole Weapons

Pole weapons are perhaps the most prolific type of weapon available because on the battlefield they are the most effective melee weapon for distancing, disarming, and dispatching enemies. Even the simple spear is an effective weapon when considering its impact on the progression of warfare.

Crow's Beak. A pole weapon with a stout beak, a blunt hammer face, and a short spike mounted atop a 6-8 foot pole. Similar to the Lucern Hammer, but the beak is the primary striking surface, built for punching through plate armor. (Reach (10 ft.), Rupture)

Glaive. A pole weapon with a single-edged 18 inch blade at the end of a 6-7 foot haft. While not as versatile as other pole weapons, its construction is simple and it is effective at stabbing and hacking. (Reach (10 ft.), +1 to Attack)

Guisarme. A pruning hook affixed at the end of a 6-8 foot pole. This weapon is effective at stopping charging enemies and is excellent at tripping and disarming foes. (Reach (10 ft.), Hook)

Javelin. A short, lightweight spear that is balanced specifically for throwing longer distances. (Thrown (30/60/90))

Lance. A spear specifically designed for mounted combat. It is impossible to use on foot due to its weight and length, but is effective when incorporated into a mounted charge attack. The length and balance of the lance can vary from about 7 feet to about 12 feet, but is usually made from ash, oak, or similar hardwoods. (Reach (10 ft.), Only usable while Mounted with the Charge maneuver. Your Charge gains both Dominance and Superiority.)

Pike. An extremely long weapon (10-15 feet) that is effective from a distance, but unwieldy in close quarters. The pike's craftsmanship is not too dissimilar from the average spear, except for the longer haft, which makes it impossible to wield against opponents within 5 feet, but offers extensive reach. (Reach (15 ft.))

Ranseur. This pole weapon has a spear-tip with a crescent-shaped cross-hilt designed to capture weapons with the intent of disarming. Generally on a 6-7 foot haft, this weapon is wielded in two hands. (Reach (10 ft.), +1 to Rebuff DC, +1 to Disarm DC)

Spear. The simplest version of a pole weapon, which consists of a 3-6 foot pole that can either be sharpened or affixed with a sharpened head made of anything from stone to steel. They are cheap and fast to produce and require minimal training to become a thorn to mounted combatants. (Thrown (20/40/60))

Spetum. A 6-8 foot long pole weapon with a long spear tip and two additional tips that project at angles. This pole weapon is deadly as a thrusting weapon, but the additional tips are also effective at tangling with a target's limbs to unbalance or trip enemies. (Reach (10 ft.), +1 to Trip DC)

Trident. Similar to a spear, a 3-6 foot pole, but is affixed with a three-pronged head that makes it effective at disarming enemies. (Thrown (20/40/60), Tool, +1 to Disarm DC)

War Scythe. A war scythe is a farming tool that has been adapted for warfare, and is effective at cutting through underbrush and weeds. It is not intuitive to use and generally requires more training than most other weapons. The scythe head is mounted on a 4-6 foot shaft at a slightly obtuse angle to make it more effective as an instrument of war. (Tool)

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Crow's Beak 1 sc Slow Two-Handed (V) Crushing
Puncturing
L / 6 lbs. Long Reach (10 ft.), Rupture
Glaive 1 sc Slow Two-Handed (V) Cutting
Cleaving
L / 6 lbs. Long Reach (10 ft.), +1 to Attack
Guisarme 1 sc Slow Two-Handed (V) Puncturing L / 7 lbs. Long Reach (10 ft.), Hook
Javelin 1 st Fast Light One-Handed (I)
Light Thrown (I)
Piercing L [5] / 2 lbs. Long Thrown (30/60/90)
Lance 1 ss Slow Heavy One-Handed (II) Puncturing L / 6 lbs. Long Reach (10 ft.), Only usable while Mounted with the Charge maneuver. Your Charge gains both Dominance and Superiority.
Pike 1 ss Slow Two-Handed (V) Puncturing M / 10 lbs. Long Reach (15 ft.)
Ranseur 1 sf Slow Two-Handed (V) Puncturing L / 6 lbs. Long Reach (10 ft.), +1 to Rebuff DC, +1 to Disarm DC
Spear 1 sg Slow \ Mod Versatile (II/IV)
Heavy Thrown (II)
Piercing L / 3 lbs. Long Thrown (20/40/60)
Spetum 1 sc Slow Two-Handed (V) Piercing L / 6 lbs. Long Reach (10 ft.), +1 to Trip DC
Trident 1 sf Slow \ Mod Versatile (II/IV)
Heavy Thrown (II)
Piercing L / 4 lbs. Long Thrown (20/40/60), Tool, +1 to Disarm DC
War Scythe 1 sf Slow Two-Handed (V) Cleaving
Cutting
L / 6 lbs. Long Tool

Swords

Swords are versatile weapons that are effective at cutting and thrusting. They take a variety of forms and are wielded in a variety of ways, but are almost always considered to be the symbol of an honorable or skilled warrior. Many swords are ineffective against armor, except when attempting to exploit gaps or weaknesses.

Backsword. A one-handed sword with a single-edged blade that favors the cut but keeps a usable point. It is both quick and cheap to produce. (Remise)

Claymore. A great two-handed sword with a ~3.5 foot double-edged straight blade and a ~1 foot hilt. This weapon is effective at heavy, slashing attacks. Sometimes (25%) a claymore will also have parrying hooks, which grant +1 to Parry. Parrying Hooks increase the cost of the sword by 1 sc. (+2 to Sweep Attack)

Executioner's Sword. A two-handed sword that lacks a point. Specifically designed for decapitation, the straight blade is actually somewhat short, only around 2.5-3 feet, but just as heavy as longer blades due to its width. (+2 to Coup de Grace Attack)

Falchion. A one or two-handed single-edged sword, similar to a scimitar. The shape and weight of the blade makes it effective at chopping attacks, similar to that of an axe. (Hew)

Five Fingers. A short sword with a triangular blade between 10 and 28 inches. The name refers to the width of the blade, which is broad at the hilt and tapers to a point. However, it is primarily used as a slashing weapon. Oftentimes, this weapon is carried horizontally on the lower back. (Coup de Jarnac)

Flame Sword. A great two-handed sword with a ~4 foot double-edged undulating blade, favored by front-rank soldiers who earned double pay for hacking a path into the enemy's pikes. Sometimes (25%) a flame sword will also have parrying hooks, which grant +1 to Parry. Parrying Hooks increase the cost of the sword by 1 gn. (+2 to Wrath Attack)

Khopesh. A one-handed sword with a curved blade that hooks near the tip. This weapon is a chopping/slashing weapon that is particularly effective at manipulating a target and their weapons with its hooked tip. (Hook)

Longsword. A one or two-handed sword with a straight 3-3.5 foot blade. This weapon is versatile in its use and despite the length of the blade, it is generally lighter than the similarly sized claymore. (+2 to Defense during Deflect)

Rapier. A one-handed sword with a slender, pointed blade designed for fast, thrusting attacks. (+1 to Riposte Attack, +1 to Lunge and Fade Attack)

Scimitar. A one-handed sword with a curved, single-edged blade. These weapons tend to be lighter, but are still remarkably effective at slashing attacks. (+1 to Charge Attack)

Tuck. A one or two-handed sword with a 3 foot straight blade designed for thrusting. The hard, pointed blade is particularly effective at piercing through gaps in armor. (+1 to Half-Sword DC)

Weapon Cost Engagement Category Damage Type Enc / Weight Carry Properties
Backsword 1 ss Fast Light One-Handed (I) Cutting
Piercing
L / 2 lbs. Standard Remise
Claymore 1 sc Slow Two-Handed (V) Cleaving
Piercing
L / 6 lbs. Long +2 to Sweep Attack
Executioner's Sword 1 sc Slow Two-Handed (V) Cleaving L / 6 lbs. Standard +2 to Coup de Grace Attack
Falchion 1 sf Slow \ Mod Versatile (II/IV) Cleaving L / 4 lbs. Standard Hew
Five Fingers 1 sf Fast Light One-Handed (I) Cutting L / 2 lbs. Short Coup de Jarnac
Flame Sword 1 gm Slow Two-Handed (V) Cleaving
Piercing
L / 6 lbs. Long +2 to Wrath Attack
Khopesh 1 sf Mod Heavy One-Handed (II) Cleaving L / 3 lbs. Standard Hook
Longsword 1 sc Slow \ Mod Versatile (II/IV) Cutting
Piercing
L / 3 lbs. Standard +2 to Defense during Deflect
Rapier 1 sf Fast Light One-Handed (I) Piercing L / 2 lbs. Standard +1 to Riposte Attack, +1 to Lunge and Fade Attack
Scimitar 1 sf Fast Heavy One-Handed (II) Cutting L / 3 lbs. Standard +1 to Charge Attack
Tuck 1 sf Slow \ Mod Versatile (II/IV) Piercing L / 4 lbs. Standard +1 to Half-Sword DC

Ammunition

Arrows, bullets, darts, and quarrels are used by a variety of launchers. While bullets and darts are fairly straightforward, many of the tips put on arrows and quarrels had specific uses against various types of armor to ensure they were as effective as possible. Most ammunition is sold by the sheaf, which is a unit of 24. Every arrowhead is also sold as a crossbow quarrel, at the same price and weight as the arrows. Ammunition is carried in a quiver, quarrel case, or ammunition pouch, which takes the carrying slot.

Basket Head. Tip that forms a small basket used to hold hot coal. The firing of the arrow ignites the coal which can ignite flammable materials on impact. Placing hot coal in the basket requires 1 round. These arrows are not designed to actually do more than stick into a flammable object and do not deal lethal damage. (Basket)

Bullet, Lead. Bullets made of lead, which are heavier and denser than common stones, imparting more impact on a hit. (+2 to Attack)

Bullet, Stone. Common stones, usually of a particular size and weight that make them effective for a sling.

Crescent Head. Also known as the Forker or Fowling head, this is a crescent-shaped head, usually used for hunting small game and birds. An archer can cut a rope with this arrow by succeeding on an Aiming Trial (DC 4). Additionally, when it hits a mounted creature, the rider must succeed on a Wilderness (Riding) trial (DC 2) or be thrown from the saddle. (Cutting)

Dart. A simple thorn or dart designed to be loaded into a blowgun or balestrino, usually with a hollow tip. The dart delivers a poison, a sedative, or another agent.

Leaf Head. Tip shaped like an oak leaf. All-around tip that is effective for hunting and warfare. Cuts through light armors effectively.

Needle Bodkin. Tip that is several inches long and comes to a fine point. Designed to penetrate chain and scale armor.

Short Bodkin. Also known as a plate-cutter, this tip is designed to punch through heavier armors.

Swallowtail Head. Tip with broad, sweeping points that is designed to cut. Mostly used for hunting larger game with the intent that it will become lodged inside the target and cause them to bleed out. The head cannot pierce medium or heavier armor, but on unarmored or lightly armored targets, they must make an Endurance trial or take 1d2 cutting damage per round until it is removed. (Bleeding (1d2))

Wrapped. 3-4 inches of the haft near the tip is wrapped in linen. Linen can be soaked with flammable liquid, such as oil and lit on fire, or with an alchemical preparation such as wildfire (see Alchemy, Wildfire). Soaking arrows or quarrels takes one exploration round.

Ammunition Cost Engagement Launcher Type Damage Type Enc / Weight Properties
Basket Head (24) 1 sf One Slower Bow
Crossbow
Piercing L / 5 lbs. Basket
Bullet, Lead (24) 1 st — Sling
Stave Sling
Crushing L / 5 lbs. +2 to Attack
Bullet, Stone (24) 1 sh — Sling
Stave Sling
Crushing L / 4 lbs. —
Crescent Head (24) 1 sf — Bow
Crossbow
Cutting L / 4 lbs. Cutting
Dart (24) 1 st — Blowgun
Balestrino
Piercing L / 4 lbs. —
Leaf Head (24) 3 st — Bow
Crossbow
Cutting L / 4 lbs. —
Needle Bodkin (24) 3 st — Bow
Crossbow
Piercing L / 4 lbs. —
Short Bodkin (24) 3 st — Bow
Crossbow
Puncturing L / 4 lbs. —
Swallowtail Head (24) 1 sf — Bow
Crossbow
Cutting L / 4 lbs. Bleeding (1d2)
Wrapped (24) 5 sg Slow Bow
Crossbow
Piercing L / 5 lbs. —