Armour | Melee Weapons | Missile Weapons | Food & Lodging | Transport | Misc Stuff
Below is a list of hand to hand weapons. If you want missile weapons, go here. In most cases, the cost and weight is necessarily approximate (though prices are based in some cases, on 16th century Italian records from those ever helpful Sforzas) and both include the necessary carrying gear, such as scabbards. As for the other equipment lists, all costs are given in "generic" silver pieces and will be modified in different areas, by the actual currency in use. You should see the currency pages of the different kingdoms to calculate actual prices in those areas. The unnecesary profusion of polearms was driven by the requests of players who have been irrevocably corrupted by exposure to a Certain Roleplaying System (TM). Given that countless experts have wasted reams of ink over the topic, if you disagree with my interpretation of the weapons as listed (for example — was a morningstar really a spiked ball and chain arrangement, or a heavy spiked club like a Godentag) — my answer is: probably both. Go away. That said, here's the list.
Item | Cost | OCV Mod | Damage | STUN x | STR Min | Weight (Kg) | Notes |
---|---|---|---|---|---|---|---|
Axe: Battle | 60 sp | 1½d6K AP | 15/12 | 4.0 | 1½H | ||
Axe: Battle | 50 sp | 1+1d6K AP | 12 | 3.5 | |||
Axe: Hand | 35 sp | -2 Rng | 1d6 AP | 10 | 3.0 | can throw | |
Axe: Throwing | 40 sp | -1 Rng | ½d6K AP | 7 | 2.0 | can throw | |
Axe: Two handed | 100 sp | 2d6K AP | 12 | 5.0 | 2H | ||
Bardiche | 79 sp | 2d6K | 10 | 4.0 | 2H | ||
Bec de corbin | 55 sp | 1½d6K AP | 10 | 5.0 | 2H | ||
Billguisarme | 75 sp | 2d6K | 12 | 4.0 | 2H, +1"range | ||
Club: great | 15 sp | 6d6N | 10 | 5.0 | 2H | ||
Club: small | 3 sp | 4d6N | 10 | 3.0 | |||
Club: war | 8 sp | 5d6N | 12/7 | 4.0 | 1½H | ||
Dagger: fighting | 25 sp | 1d6K | 7 | 0.4 | |||
Dagger: misericorde | 50 sp | ½d6K AP | 7 | 0.3 | |||
Dagger: throwing | 30 sp | +1 | ½d6K | 5 | 0.3 | ||
Flail | 125 sp | +1 | 1½d6K | +1 | 18/12 | 3.0 | 1½H, Dangerous |
Flail: 2handed | 150 sp | +1 | 2d6K | +1 | 17 | 4.0 | 2H, Dangerous, +1"range |
Glaive | 88 sp | 2d6K | 12 | 4.0 | 2H, +1"range | ||
Halberd | 110 sp | 2d6K AP | 12 | 5.0 | 2H, +1" range | ||
Hammer: battle | 80 sp | 1d6+1K | +1 | 15 | 3.0 | ||
Hammer: lucerne | 90 sp | -1 | 1½d6K | +1 | 13 | 5.0 | 2H, +1" range |
Hammer: throwing | 90 sp | 1d6K | +1 | 11 | 2.0 | ||
Lance | 50 sp | 1½d6K | 13 | 5.0 | +1"range | ||
Mace: Great | 90 sp | 2d6K | 10 | 5.0 | 2H | ||
Mace: Footman's | 60 sp | 1d6+1K | 10 | 3.0 | |||
Mace: Horseman's | 45 sp | 1d6 | 7 | 2.0 | |||
Mancatcher | 110 sp | -1 | 1pt HKA | 7 | 4.0 | +1"range, +2 to grab, disarm etc. | |
Morningstar | 60 sp | +1 | 1½d6K | 12 | 3.0 | Dangerous | |
Pick | 65 sp | 1d6K AP | 11 | 4.0 | |||
Pike | 50 sp | -1 | 1½d6K | 12 | 5.0 | 2H, +2" range | |
Spear | 30 sp | 1½d6K | 11/7 | 3.0 | 1½H, can be thrown | ||
Spetum | 45 sp | -1 | 1½d6 | 10 | 4.0 | 2H, +1" range, +2 OCV to block | |
Staff | 2 sp | +1 | 4d6N | 5 | 2.0 | 2H, +1" range | |
Sword: bastard | 250 sp | 1½d6K | 12/7 | 3.0 | 1½H | ||
Sword: broad | 150 sp | 1+1d6K | 11 | 2.5 | |||
Sword: long | 200 sp | 1+1d6K | 11 | 2.0 | |||
Sword: scimitar | 175 sp | +1 | 1d6K | 7 | 1½ | ||
Sword: short | 85 sp | 1d6K | 7 | 1.0 | |||
Sword: two handed | 250 sp | 2d6K | 12 | 3.5 | 2H, +1" range | ||
Trident | 65 sp | 1+1d6K | 13/8 | 3.0 | 1½H, +1"range | ||
Voulge | 45 sp | -1 | 2d6K | 15 | 4.0 | 2H, +1" range |
Note that all polearms (including the spear) can be used to deliver a blow with the butt for 4d6 normal damage. However they do so at -1 OCV, since they are not balanced primarily for this use.
This stuff was heavily influenced by the work of David Kuijt who did a lot of work on oriental weapons for my Sengoku game.
The changes to the weapons list involve primarily three things — damage, OCV bonuses and STR mins. The first has only been changed where weapons have damage which is clearly out of line. OCV mod.s have been altered to reflect the fact that some weapons have significantly different handling characteristics than others. As it stood so many weapons had the +1 OCV bonus that there was little to differentiate them. Finally STR mins were changed for a number of reasons. First, STR mins were too high for many weapons, requiring people of ordinary strength to take penalties for using many common weapons. Secondly, factors other than damage were taken into account when figuring STR min under the old list. This meant that a finely balanced knife which could be thrown, required more STR to use than a similar knife that was not. Finally, the costs (and therefore STR mins) of some weapons have changed somewhat due to the altered cost of HA, as noted in the house rules section. The mechanisms for these changes are detailed below.
1) ALL the OCV mods have been re-examined. In the finished list below, the only weapons that are given a +1 OCV are those that are abnormally fast (much faster than other weapons, usually doing correspondingly LESS damage) or abnormally hard to block and dodge (like the flail or morningstar). Note that this OCV bonus REPLACES the "ignores shield DCV" advantage in the HSR. A chain weapon might be harder to block — but a kite shield still gives you better protection than nothing. The only weapons that are given a -1 OCV are ones that are unusually unwieldy (Pike, for example).
2) Every weapon with a +1 Stun Mod has been re-examined. In some cases they may be unchanged; in some they may be 0 Stun Mod, and in others they may be still +1 Stun Mod but -1 DC
1) Some few weapons are listed as "Dangerous to the user" (mostly chain weapons). Anyone fighting with such a weapon who rolls a natural 3 in combat will hit themselves, doing normal damage. Anyone without a WF in this weapon who fights with it will hit themselves as above on a 3, 4, 5, or 6.
2) In situations where a fighter has time to prepare himself (such as setting a (long) spear against a charge, entering a one-on-one duel, defending a portal and so on, they can act out of DEX order and go before an opponent with a shorter weapon.
Note that this also applies to readied missile weapons — you can't "run down" that crossbowman menacing you if he knows what you are up to and has an action ready.
Once melee is joined, weapon length is less important and is ignored — unless combat become *really* close (the opponents clinch, fight under a table, etc) in which case the user of the shorter weapon gets to act out of DEX order and act first.
This rule is intended to give a "real" feel without too much fuss, and should be applied to relatively simple duels and small engagements (2 vs 1, 1 vs 1). A weapon user may attempt to alter his strike priority by changing weapons or using an unarmed strike or throw.
3) The way STR Min works is changed: the STR Min listed is the STR Min at which you do FULL DAMAGE. For every full 5 pts STR over the STR Min, the character gets +1 DC. For every 5 pts of STR (or part thereof) _under_ the STR Min, the character loses 1 DC (-1 DC). And it is not possible to use a weapon at all if your STR is more than 10 pts under the listed STR Min. Use of weapons that require greater than the characters STR is very tiring: the character must pay 2 END per point of STR lacking.
STR MINS: STR Min is calculated using Active Pts/2. OCV Mods, whether positive or negative, do NOT figure in. Stretching DOES figure in. HAs are calculated at 5 pts active each, not 3, to make calculation standard at 5 pts per Damage Class. Finally, Two-handed melee weapons get an automatic -5 STR Min; 1½H weapons have two STR Mins listed (one for one-handed fighting, the other for two-handed). The STR Min for a normal weapon used two-handed is -3 STR Min. Weapons that are +1 Stun or AP use their active points for calculating STR Min; ones that are -1 Stun have their STR Min calculated as if they were -1 DC from their listed damage.