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Category Weapon Notes Wt.
Size Type Speed Reach Sm-Med Large Knkdwn
Sword Katana One-handed 6 M S/P Fa(4) 1 1d10 1d12 d6 Sword Bastard One-handed 10 M S Av(6) 1 1d8 1d12 d8 Sword Bastard Two-handed 10 M S Av(6) 1 2d4 2d8 d10 Sword Katana Two-handed 6 M S/P Fa(4) 1 2d6 2d6 d8 Sword Estoc 5 M P Av(5) 1 1d6 1d8 d6 Sword Cutlass 4 M S Av(5) 1 1d6+1 1d8+1 d8 Sword Falchion 8 M S Av(5) 1 1d6+1 2d4 d8 Sword Sabre 5 M S Av(5) 1 1d6+1 1d8+1 d8 Sword Sapara 4 S S Av(5) 1 1d6+1 1d4 d6 Sword Tulwar 8 M S Av(5) 1 1d6+1 2d4 d8 Sword Long 4 M S Av(5) 1 1d8 1d12 d8 Sword Scimitar 4 M S Av(5) 1 1d8 1d8 d8 Sword Spatha 4 M S Av(5) 1 1d8 1d12 d8 Sword Broad- 4 M S Av(5) 1 2d4 1d6+1 d8 Chain/Whip Kusari-Gama h 3 M P/S/B Av(6) 2 1d6 1d4 d6 Sword Claymore h 8 M S Av(7) 1 2d4 2d8 d10 Sword Gladius 3 S P Fa(3) 1 1d6 1d8 d6 Sword Short 3 S P Fa(3) 1 1d6 1d8 d6 Sword Drusus 3 M S Fa(3) 1 1d6+1 1d8+1 d6 Sword Ninja-to 5 M S/P Fa(3) 1 1d8 1d6 d6 Sword Wakizashi 3 M S/P Fa(3) 1 1d8 1d8 d6 Sword Rapier 4 M P Fa(4) 1 1d6 1d8 d6 Sword Two-handed 15 L S Sl(10) 1 1d10 3d6 d12 Sword Sword-axe 12 L S Sl(10) 1 1d8+1 1d12+1 d10 Sword No-dachi 10 L S/P Sl(8) 1 1d10 1d20 d10 Sword Khopesh 7 M S Sl(9) 1 2d4 1d6 d8 Sword Great 16 L S Sl(9) 1 2d6 4d4 d10 Sword Sword * These weapons weigh little individually. Ten of these weigh one pound. Bone and stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled. For the bottle and the vial, any hit breaks the item unless a successful saving b throw vs. normal blow is rolled. If a bottle is broken, it can then be used as a knife. c These weapons inflict double damage if firmly set to receive a charge. d These weapons may inflict additional damage from burning fuel, holy water, or acid. h These weapons require two hands to wield regardless of the wielder's size. If the knockdown roll for these weapons is a 7 or higher, roll an additional damage die and add it to the original damage. Roll another knockdown die, and if the result is k another 7 or higher, repeat the damage. m These weapons inflict double damage when wielded in a mounted charge. s These weapons can be used to perform special martial arts attacks 1 Poison is available for the blowgun needle only if the DM allows it. 2 The boomerang returns only if it was thrown by a proficient user and misses its target. 3 Flintlock firearms misfire on a natural attack roll of 1. The blunderbuss inflicts 1d4 separate attacks on targets at short range. It cannot cause 4 additional damage like other firearms. See the weapon description. All range penalties for hand match firearms are doubled, so medium-range shots have a 4 attack modifier and long range shots a 10 modifier. Hand match firearms misfire on 5 a natural attack roll of 5 or less (10 or less in wet conditions). 6 The mancatcher dismounts a rider on a successful hit. Matchlock firearms misfire on a natural attack roll of 3 or less (6 or less in wet 7 conditions). 8 The scourge is ineffective against opponents in metal armour (scale mail or heavier). 9 Snaplock firearms misfire on a natural attack roll of 2 or less. The staff sling has no short range. It cannot hit targets within 5 squares of the wielder. Attacks made 6 to 12 squares away are considered to be at medium range, and attacks 10 made 13 to 18 squares away are considered long range. 11 The whip is ineffective against opponents in any type of armour