Type Range Damage AP RoF Min Str. Weight Cost
Axe, Hand 3/6/12 Str+d6 — 1 d6 3 lbs. 6 gp
Bolas 3/6/12 Str+d4 — 1 d4 2 lbs. 5 gp Notes: A target hit with a raise is Entangled. Bolas are Hardness 8.
Blowgun 3/6/12 d4-2 — 1 d4 1 lb. 2 gp
Bow, Short 12/24/48 2d6 — 1 d6 2 lbs. 30 gp
Bow, Long 15/30/60 2d6 1 1 d8 3 lbs. 75 gp
Bow, Composite 12/24/48 Str+d6 1 1 d6 3 lbs. 100 gp
Crossbow, Hand 5/10/20 2d4 - 1 d4 2 lbs. 20 gp Notes: Reload 1. A one-handed, pistol-like crossbow.
Crossbow, Hand Repeating 5/10/20 2d4 — 1 d4 3 lbs. 160 gp Notes: Reload 1 for a case of 5 bolts, or 1 for a single bolt.
Crossbow, Light 10/20/40 2d6 2 1 d6 5 lbs. 35 gp Notes: Reload 1. Hand-drawn
Crossbow, Light Repeating 10/20/40 2d6 2 1 d6 8 lbs. 250 gp Notes: Reload 1 for a case of 5 bolts, or 1 for a single bolt.
Crossbow, Heavy 15/30/60 2d8 2 1 d6 8 lbs. 50 gp Notes: Requires a windlass to load. Reload 2.
Crossbow, Heavy Repeating 15/30/60 2d8 2 1 d8 12 lbs. 400 gp Notes: Reload 2 for a case of 5 bolts, or 2 for a single bolt.
Dagger/Knife 3/6/12 Str+d4 — 1 d4 1 lb. 2 gp
Double crossbow 15/30/60 2d8 2 1 d8 18 lbs. 300 gp Notes: The attacker can make a Shooting roll at -2 to fire both bolts at once. This changes the damage to 3d8. Reload 3 for both bolts or Reload 2 for just one.
Net (Weighted) 3/6/12 — — 1 d4 8 lbs. 20 gp Notes: A successful hit means the target is Entangled. The net is Hardness 10.
Pilum 3/6/12 Str+d6 — 1 d6 4 lbs. 5 gp Notes: The weapon head breaks off when it hits. With a raise on the attack, it lodges in the target’s shield. The target loses their shield bonus until it’s removed (an action).
Short Spear/Javelin 4/8/16 Str+d6 — 1 d6 3 lbs. 1 gp
Shuriken 3/6/12 Str+d4 — 1 d4 — 1 gp
Sling (Athletics (throwing)) 4/8/16 Str+d4 — 1 d4 1 lb. -
Spear 3/6/12 Str+d6 — 1 d6 6 lbs. 2 gp
Starknife 3/6/12 Str+d4 — 1 d4 3 lbs. 28 gp
Trident 3/6/12 Str+d6 — 1 d6 4 lbs. 15 gp
Ammunition Cost Weight Notes
Arrows 1 gp/20 arrows 3 lbs./20 arrows Arrows for all types of bows
Arrow, flight 2 gp/20 arrows 2 lbs./20 arrows Increases the bow's Range by 2 but reduces one of damage dice one type.
Arrow, smoke 10 gp/20 arrows 3 lbs./20 arrows Does no damage. Places a Small Blast Template where it hits. The Illumination within the template is lowered one level. This is a cloud that lasts two rounds.
Bolts (crossbows) 1 gp/10 bolts 1 lb./10 bolts Bolts for all types of crossbows. A "case" of five can be purchased for repeating crossbows for +10 gp, weighing 1 lb.
Darts (blowgun) 5 sp/10 darts — Darts for use with a blowgun only
Sling stones 1 sp/10 stones 1 lb./20 Polished stones
Type Damage Min Str. Weight Cost Notes
Axe, Hand Str+d6 d6 3 lbs. 6 gp —
Axe, Battle Str+d8 d8 6 lbs. 10 gp —
Axe, Great Str+d10 d10 12 lbs. 20 gp AP 3, Parry –1, Two Hands
Battle aspergillum Str+d6 d6 4 lbs. 5 go Holds holy water. Holy water splashes out with each swing. This weapon does +2 damage against creatures affected by holy water. The aspergillum is empty after three attacks
Bill Str+d8 d8 11 lbs. 11 gp Brace, Reach 1, Two Hands, Parry +1 when taking the Defend maneuver
Bladed scarf Str+d4 d4 1 lb. 12 gp AP 1, Two Hands; deals Str+d4 damage to any creature grappling the wearer
Brass knuckles — d4 1 lb. 1 gp The wearer counts as armed, free reroll when attempting to conceal
Club, Light Str+d4 d4 2 lbs. 1 gp —
Club, Heavy Str+d6 d6 5 lbs. 2 gp —
Dagger/Knife Str+d4 d4 1 lb. 2 gp —
Falchion Str+d8 d8 8 lbs. 75 gp AP 1, may be used Two Hands (if so, it causes +1 damage)
Flail Str+d6 d6 5 lbs. 8 gp Ignores shield bonus
Flail, Heavy Str+d8 d8 10 lbs. 15 gp Ignores shield bonus, Two Hands
Glaive Str+d8 d8 10 lbs. 8 gp Reach 1, Two Hands
Glaive-guisarme Str+d10 d10 10 lbs. 12 gp AP 2, Brace, Reach 1, Two Hands
Guisarme Str+d6 d6 12 lbs. 9 gp AP 1, Reach 1, Two Hands
Halberd Str+d8 d8 12 lbs. 10 gp AP 1, Brace, Reach 1, Two Hands
Katana Str+d6+1 d6 3 lbs. 50 gp Two Hands
Kusarigama Str+d6 d6 3 lbs. 12 gp AP 1, Reach 1, Two Hands, Ignores shield bonus
Lance Str+d8 d8 10 lbs. 10 gp AP 2 when charging, Reach 2, only usable in mounted combat
Lucerne hammer Str+d12 d12 12 lbs. 15 gp AP 3, Reach 1, Two Hands, Parry -2
Mace, Light Str+d6 d6 4 lbs. 5 gp —
Mace, Heavy Str+d8 d8 8 lbs. 12 gp AP 1
Mancatcher — d6 10 lbs. 15 gp Reach 2, Two Hands. If this weapon hits, the target cannot move away from the attacker until he wins an opposed Strength roll (a free activation)
Maul Str+d10 d10 10 lbs. 12 gp AP 2, Two Hands, +2 damage to break objects
Morningstar Str+d6 d6 6 lbs. 8 gp —
Ogre hook Str+d10 d10 10 lbs. 24 gp AP 2, Two Hands, Rending: Anyone Shaken or Wounded from a Size 1 or larger creature bleeds profusely, Vigor roll at start of their next turn, failure causes the vicitim to take a Wound. Success prevents the Wound, but roll again on victim's next turn. A raise or successful healing stops the bleeding.
Pike Str+d8 d8 18 lbs. 20 gp AP 1 when set, Brace, Reach 2, Two Hands
Ranseur Str+d6 d6 12 lbs. 10 gp AP 1, Reach 1, Two Hands
Rapier Str+d4 d4 2 lbs. 20 gp Parry +1
Sap Str+d4 d4 1 lb. 2 gp Nonlethal damage
Sawtooth saber Str+d6 d6 4 lbs. 35 gp Anyone Incapacitated by the saber takes a -1 penalty to their Incapacitation rolls
Scimitar Str+d6 d6 4 lbs. 15 gp —
Scythe Str+d6 d6 10 lbs. 18 gp Two Hands
Sickle Str+d4 d4 2 lbs. 3 gp —
Spear, Short Str+d6 d6 3 lbs. 1 gp One-handed
Spear Str+d6 d6 6 lbs. 2 gp Reach 1, Brace, Parry +1 if used Two Hands
Spiked Chain Str+d6 d6 6 lbs. 8 gp AP 1, ignores shield bonus, Two Hands
Staff/Quarterstaff Str+d4 d4 4 lbs. — Parry +1, Reach 1, Two Hands
Starknife Str+d4 d4 3 lbs. 28 gp Parry +1
Sword, Bastard Str+d8 d8 6 lbs. 35 gp AP 1, may be used Two Hands (if so, it causes +1 damage)
Sword, Great Str+d10 d10 8 lbs. 50 gp AP 2, Two Hands
Sword, Long Str+d8 d8 4 lbs. 15 gp —
Sword, Short Str+d6 d6 2 lbs. 10 gp —
Trident Str+d6 d6 4 lbs. 15 gp Brace, Reach 1
War razor Str+d4 d4 3 lbs. 25 gp +1 bonus to Stealth rolls to conceal
Warhammer Str+d6 d6 5 lbs. 12 gp AP 1
Whip Str+d4 d4 2 lbs. 5 gp Parry –1, Reach 2, with a raise on the attack roll the victim is Entangled instead of rolling bonus damage.