Weapons generally deal one of three physical damage types: Slashing, Piercing, or Crushing. Some weapons can deal more than one type, chosen when used.

Weapon damage is expressed as a base damage step. Training, weapon mastery, magic, size, craftsmanship, and special materials can alter that step. A character sheet entry might look like:

> Longsword (trained) +2H D10+1 S (+1 damage vs large opponents)

Weapon Table

WeaponGroupHandsDamageTypeRangeTraitsAttack BonusDamage BonusDamage StepsAPDeflect BonusReloadNotesWeight
Battle axe / MasakariAxe1HD8S--00000-+1 damage vs smaller opponents; +1 damage vs wood-
Battle sword / No dachiHeavy blade2HD12S-Heavy00000-+1 damage vs large opponents8 lb
BlowgunSpecific1HD2P20/40/60Ranged00000--1 damage vs armoured opponents-
Brass knucklesClose1HD3C-Close00000---
BroadswordHeavy blade1H2D4S-Versatile00000-May be used in two hands for +1 damage step-
Cat o nine tailsArticulated1HD6P-Flexible00000--2 damage vs armoured opponents-
CestusClose1HD4C/P-Close00000---
ChainArticulated2HD6C-Flexible00000---
Club / CudgelCrushing1HD6C-Simple00000---
CrossbowCrossbow2HD6P40/80/160/240Ranged, Reload+100+20move+2 AP; +1 to hit; reload as a move action-
Heavy crossbowCrossbow2HD10P50/100/200/300Ranged, Reload+100+20primary+2 AP; +1 to hit; reload as a primary action-
Cutlass / Basket-hilted long knifeShort blade1HD6S-Defensive0000+1-+1 deflect-
DaggerShort blade1HD4S/P10/20/30Close, Thrown00000--1 damage vs larger opponents-
EstocHeavy blade2HD10P-Two-handed00000---
FalchionHeavy blade1H2D4S-Heavy00000-Technically a knife; useful where sword laws apply-
Fighting fanMonk1HD2P/S-Distracting00000-Distracting when dual wielding fans-
FlailArticulated1HD8C-Flexible00000--2 on deflect attempts by both wielder and target; -1 to hit-
GauntletClose1HD3C-Close00000---
GarrotteClose2HD6P-Grapple00000--2 damage vs armour; target must be distracted or surprised; damage is continuous-
Great axe / OnoAxe2HD12S-Heavy00000-+1 damage vs small opponents-
Great club / Planson / TetsuboCrushing2HD12C-Heavy00000---
HandaxeAxe1HD6S10/20/30Thrown00000---
Large hammerHammer/Pick1HD6C-Armour piercing000+10-+1 AP-
Iron clawMonk1HD4S-Disarm00000-+1H on disarm attempts-
KamaMonk1HD6P-Paired00000-Can be chain paired-
KnifeShort blade1HD4S/P10/20/40Close, Thrown00000--1 damage vs larger opponents-
KukriShort blade1HD6S--00000---
KusarigamaArticulated1HD4P/C10 ft reachReach, Flexible00000-Chained sickle and metal ball-
LongbowBow2HD6P30/70/140/210Ranged000-10--1 damage vs larger opponents; -1 AP; composite adds +10 range-
LongswordHeavy blade1HD8S-Versatile00000-+1 damage vs larger opponents; may be used in two hands for +1 damage step3 lb
MaceCrushing1HD6+1C--00000---
Main gaucheShort blade1HD4P-Defensive0000+1-+1 deflect-
MonkeyclawMonk1HD4C/S-Close00000-Can rake for 1 slashing damage and bleed 1-
MorningstarCrushing1H2D4P--00000---
NunchakuMonk1HD4C-Flexible00000--1 on enemy deflect attempts-
PickHammer/Pick1HD6P-Armour piercing000+10-+1 AP-
Pitchfork / Shortspear / Nage YariSpear1HD6+1P10/20/30Thrown000-10--1 AP-
PolearmPolearm2HD10VariesReachBrace00000-Opponents moving into you provoke threat-
Punch daggerClose1HD4P/S-Close00000---
RapierShort blade1HD6P-Defensive0000+1-+1 deflect-
SaiMonk1HD4P-Defensive0000+1-+1 deflect-
SapClose1HD3C-Non-lethal00000---
ScimitarHeavy blade1HD6S-Curved00000-+1 damage vs larger opponents-
Short bowBow2HD6P20/50/100/150Ranged000-10--1 damage vs larger opponents; -1 AP; composite adds +10 range-
Smallsword / LongknifeShort blade1HD6P/S-Close00000---
ShovelSingular2HD6S-Tool000-10--1 AP-
ShurikenMonk1HD3P15/30/45Thrown00000-Double threat at close range-
SlingSingular1HD4C20/40/80/120Ranged00000---
SickleShort blade1HD6P--00000---
Sledge hammer / Great hammer / Dai Tsuchi / MaulHammer/Pick2H2D4C-Heavy00000---
Spear / Pilum / Trident / YariSpear1HD8P20/40/60Thrown, Brace00000-+1 damage vs unarmoured; opponents moving into you provoke threat-
StaffSingular2HD6C-Defensive000-1+1--1 AP; +1 deflect-
TonfaMonk1HD6C-Defensive0000+1-+1 deflect-
Three-piece staffArticulated2HD6C-Flexible00000--1 on target deflect attempts-
UnarmedClose1HD3C-Natural, Close00000-Avowed unarmed attacks gain +1 damage step from class, then gain another +1 damage step if Unarmed is selected as a trained weapon; -1 damage versus armoured targets-
WarhammerHammer/Pick1HD6C/P-Armour piercing000+10-+1 AP-
WhipArticulated1HD2C-Flexible00000-On hit, target makes an AGL save or becomes impaired-

Polearms

WeaponGroupHandsDamageTypeTraitsAttack BonusDamage BonusDamage StepsAPDeflect BonusReloadNotes
BardichePolearm2HD12SReach00000-Big axe blade on a haft
Bec de CorbinPolearm2HD12P/CReach, Brace00000-Lucerne-style hammer with a curved spike
BillPolearm2HD10SReach00000--
Glaive / NaginataPolearm2HD12SReach00000--
Glaive-GuisarmePolearm2HD12SReach, Hook00000-Mounted opponents must save or be dismounted
GuisarmePolearm2HD10S/PReach00000--
HalberdPolearm2HD12S/PReach00000--
Lucerne hammerPolearm2HD10C/PReach, Armour piercing000+10-+1 AP
RanseurPolearm2H2D4PReach00000-+1P

Other Two-Handed Weapons

WeaponGroupHandsDamageTypeTraitsAttack BonusDamage BonusDamage StepsAPDeflect BonusReloadNotes
ScytheSingular2H2D4S/PTool00000--
PickaxeHammer/Pick2HD8PArmour piercing, Tool000+20-+2 AP
Pike / LongspearSpear2HD10PReach, Brace00000-Roll damage twice and take the better result against charging opponents you are set for; +1 damage vs unarmoured

Arcane Weapons

WeaponGroupHandsDamageTypeRangeTraitsAttack BonusDamage BonusDamage StepsAPDeflect BonusReloadNotes
WandWand1HD4C40/80/120Arcane, Ranged+20000-+2 to hit

Weapon Groups

GroupExamples
ArticulatedChain, whip, heavy flail, light flail, three-section staff, scourge
AxeBattleaxe, glaive, great axe, halberd, hand axe
BowLongbow, short bow
CloseGauntlet, shield attacks, natural/unarmed attacks, punching dagger, garrotte, sap
CrossbowHand crossbow, light crossbow, heavy crossbow
Crushing / ImpactGreat club, heavy club, heavy mace, morningstar
Heavy bladeBastard sword, broadsword, falchion, greatsword, longsword, scimitar
MonkTonfa, nunchaku, sai, three-section staff, bo staff, shuriken
PolearmGlaive, guisarme, halberd, lajatang, long spear, Lucerne hammer, mancatcher, ranseur
Short bladeDagger, knife, kukri, machete, rapier, sickle, short sword, smallsword
SingularBlowgun, net, bolas, sling, staff, scythe
SpearHarpoon, javelin, lance, long spear, ranseur, short spear, spear
Hammer/PickHeavy pick, great hammer, light hammer, light pick, Lucerne hammer, maul, military pick, warhammer
WandWand

Range Bands

Many ranged weapons list four bands. For example, a short bow with 20/50/100/150 has no penalty at 0-20 feet, -1 to hit at 21-50 feet, -3 to hit at 51-100 feet, and -5 to hit at 101-150 feet. Beyond the final band the target cannot normally be hit.

Thrown weapon damage bonuses are reduced by 1 per range category.

Material Notes

  • Wooden weapons do -1 damage step, and any AR against them is increased by 2.
  • Solid silver weapons can matter against some enemies, but normal targets have +1 AR against them.
  • Improvised weapons usually deal around D3 damage depending on material.
  • Ancient or magical weapons may be fragile, difficult to wield, or able to harm creatures that mundane weapons cannot.

Weapon Damage

If you strike a telling blow and deal damage against an armoured opponent, your weapon degrades one level. If you deflect an attack with your weapon by rolling a 20, your weapon also degrades one level.

Once a weapon reaches Damaged, its damage step is reduced by one. It reduces again at Broken. At Ruined, it can no longer attack, but can still be used to deflect and can still be repaired.

Condition progression:

Condition OrderCondition
1Peerless
2Masterwork
3Crafted
4Standard
5Scratched
6Dinged
7Battered
8Damaged
9Broken
10Ruined
11Destroyed
12Disintegrated

Untrained Weapons

If a weapon is not part of your class weapon training, you are untrained with it. Attacks with untrained weapons are at -1 to hit and provoke threat when used.

Some classes grant limited weapon selections. For example, a Zealot might choose two trained weapons from a limited list; those choices get +1 to hit and increase base damage by 1 step.