Difference between revisions of "List of weapons"

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(add polearms and spears)
(add whips, chains, and thrown)
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| Pike/sarissa‡ || 6 || −3 || 10 || P || +4 vs Charge || 450𝕤 || 2
 
| Pike/sarissa‡ || 6 || −3 || 10 || P || +4 vs Charge || 450𝕤 || 2
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|}
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===Whips===
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{|
 +
! Name !! AP !! Parry !! Harm !! Type !! Notes !! Cost !! Mus
 +
|-
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| Bullwhip || 3 || −5 || 2 || S || +1 vs Parry, Disarm +3, Entangle +3 || 100𝕤 || 1
 +
|-
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| Studded/spiked whip || 3 || −5 || 3 || S || +1 vs Parry, Disarm +3, Entangle +3 || 150𝕤 || 1
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|}
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===Chains===
 +
{|
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! Name !! AP !! Parry !! Harm !! Type !! Notes !! Cost !! Mus
 +
|-
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| Kusari-gama || 4 || −3 || 5 || B,S || +1 vs Parry, Disarm +2, Entangle +3 || 250𝕤 || 4
 +
|-
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| Ball & chain || 5 || −2 || 8 || B || +2 vs Parry, Disarm +1, Entangle +2 || 200𝕤 || 5
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|}
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===Thrown===
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{|
 +
! Name !! AP !! Parry !! Harm !! Type !! Notes !! Cost !! Mus
 +
|-
 +
| Dart† || 3 || −7 || 1 || P ||  || 5𝕤 || 1
 +
|-
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| Shuriken† || 3 || −6 || 2 || P,S ||  || 15𝕤 || 1
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|-
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| Throwing knife† || 3 || −4 || 3 || P,S ||  || 20𝕤 || 1
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|-
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| Boomerang/throwing stick || 3 || −3 || 3 || B ||  || 25𝕤 || 2
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|-
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| Tomahawk/throwing axe || 3 || −1 || 4 || S || See ''One-handed Axes'' for melee Harm || 50𝕤 || 2
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|-
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| Javelin/pilum || 3 || −2 || 4 || P || See ''Spears'' for melee Harm || 50𝕤 || 2
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|-
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| Chakram || 3 || −3 || 4 || S ||  || 75𝕤 || 2
 
|}
 
|}
  

Revision as of 00:03, 29 March 2012

Peace means having a bigger stick than the other guy. Detailed herein are all of the bigger sticks.

Action Points
This details the number of Action Points necessary to use the weapon.
Parry
The bonus the weapon grants the character on a Parry Roll when the weapon is used to parry an attack.
Harm
The amount of damage the weapon does on its own, which is factored into the Attack Roll.
Type
The type of Harm the weapon inflicts. Either S for slashing, B for bludgeoning, or P for piercing. Certain spells, items, and armor protect better against certain types of Harm. If a weapon lists two types of Harm, they are in order of usual usage. A character must state which type of Harm he intends to perform during an attack (for instance, slash or thrust with his longsword); if not the first is assumed.
Notes
Any relevant notes about the weapon.

Weapons marked with a dagger (†) are fast weapons. These weapons are small or light and easy to conceal and grant a character a +2 bonus on Thievery/Disguise checks to conceal them.

Weapons marked with a double-dagger (‡) are two-handed weapons. They must be held with both hands. Two handed weapons give a character a −4 penalty to Thievery/Disguise checks to conceal them, but a +2 bonus against being Disarmed.

Hand-to-hand

Name AP Parry Harm Type Notes Cost Mus
Unarmed 3 −2 1 B N/A 1
Cestus/knuckles† 3 −2 2 B +3 vs Disarm 25𝕤 1
Punch dagger† 3 −1 3 P +2 vs Disarm 50𝕤 1
Claw† 3 −1 3 S +2 vs Disarm 75𝕤 1

Daggers

Name AP Parry Harm Type Notes Cost Mus
Dagger/knife† 3 −2 2 P,S 25𝕤 1
Parrying dagger/sai 3 +3 1 P,S Disarm +3 125𝕤 1
Stiletto/poignard 3 −1 3 P 40𝕤 2
Dirk/combat knife 3 −1 3 S,P 75𝕤 2

One-handed Straight Swords

Name AP Parry Harm Type Notes Cost Mus
Short sword/gladius 3 0 4 S,P 100𝕤 3
Longsword 4 +2 5 S,P 250𝕤 4
Broadsword 4 0 6 S,P 175𝕤 5
Katana 4 −1 7 S,P 1000𝕤 5
Bastard sword (1-handed) 4 −2 7 S,P 500𝕤 6

Two-handed Straight Swords

Name AP Parry Harm Type Notes Cost Mus
Bastard sword (2-handed)‡ 5 +1 10 S,P 500𝕤 5
Nodachi‡ 5 0 11 S,P 1500𝕤 6
Greatsword/zweihander‡ 5 +1 12 S,P 750𝕤 7

Curved Swords

Name AP Parry Harm Type Notes Cost Mus
Sickle/shotel 3 +2 3 S,P Disarm +2, Trip +2 75𝕤 2
Khopesh 3 +1 4 S Disarm +3, Trip +3 125𝕤 3
Scimitar 3 0 4 S,P 150𝕤 3
Cutlass/machete 4 0 5 S 125𝕤 4
Falchion 4 0 6 S 175𝕤 5
Tachi 4 −1 7 S 900𝕤 5

Fencing Swords

Name AP Parry Harm Type Notes Cost Mus
Rapier 3 +3 3 P,S +2 vs Disarm 250𝕤 3
Estoc 3 +1 4 P 150𝕤 3
Saber 3 +1 4 S,P +1 vs Disarm 175𝕤 3

One-handed Bludgeons

Name AP Parry Harm Type Notes Cost Mus
Club 3 0 3 B 10𝕤 2
Warhammer 3 0 4 B +1 vs Parry 125𝕤 4
Mace 4 0 5 B 125𝕤 5
Edged/flanged mace 4 0 6 B+S +1 vs Parry 175𝕤 5
Morningstar/spiked mace 4 0 6 B+P +1 vs Parry 175𝕤 5

Two-handed Bludgeons

Name AP Parry Harm Type Notes Cost Mus
Sledgehammer‡ 5 −3 10 B +1 vs Parry 50𝕤 6
Flail‡ 5 −2 12 B +2 vs Parry, Entangle +1 150𝕤 7
War Maul‡ 6 −3 15 B +2 vs Parry 350𝕤 8

One-handed Axes

Name AP Parry Harm Type Notes Cost Mus
Tomahawk/throwing axe 3 −1 3 S See Thrown for ranged Harm 50𝕤 2
Hatchet/hand axe 3 0 4 S 50𝕤 3
War axe/bearded axe 4 −1 7 S 175𝕤 4

Two-handed Axes

Name AP Parry Harm Type Notes Cost Mus
Woodcutting axe‡ 5 −3 8 S+B 100𝕤 5
Pickaxe/mattock‡ 5 −3 8 P+B 100𝕤 5
War pick/beaked axe‡ 5 −2 11 P+B 250𝕤 6
Berserker axe‡ 5 −2 12 S+B 350𝕤 7
Great axe/executioner‡ 6 −2 15 S+B −1 vs Parry 500𝕤 8

Polearms

Name AP Parry Harm Type Notes Cost Mus
Quarterstaff/bo‡ 3 +2 3 B 100𝕤 2
Scythe‡ 5 −3 8 S 100𝕤 4
Partizan/ranseur‡ 5 +2 10 P,S Disarm +1, Trip +1 350𝕤 5
Halberd/poleaxe‡ 5 0 11 S,P +1 vs Parry 350𝕤 6
Lucern Hammer‡ 5 0 11 B,P +1 vs Parry 350𝕤 6
Heavy glaive/naginata‡ 5 0 12 S,P +1 vvs Parry, Trip +1 450𝕤 7

Spears

Name AP Parry Harm Type Notes Cost Mus
Javelin/pilum 3 −2 2 P See Thrown for ranged harm 50𝕤 2
Hunting spear 3 −2 3 P 10𝕤 2
Pitchfork 3 0 3 P 25𝕤 2
Infantry spear 3 −1 4 P 75𝕤 2
Trident 3 +1 4 P 100𝕤 2
Broadspear 4 0 5 P,S 125𝕤 3
Boar spear/lugged spear 4 +2 6 P Disarm +1 150𝕤 4
Pike/sarissa‡ 6 −3 10 P +4 vs Charge 450𝕤 2

Whips

Name AP Parry Harm Type Notes Cost Mus
Bullwhip 3 −5 2 S +1 vs Parry, Disarm +3, Entangle +3 100𝕤 1
Studded/spiked whip 3 −5 3 S +1 vs Parry, Disarm +3, Entangle +3 150𝕤 1

Chains

Name AP Parry Harm Type Notes Cost Mus
Kusari-gama 4 −3 5 B,S +1 vs Parry, Disarm +2, Entangle +3 250𝕤 4
Ball & chain 5 −2 8 B +2 vs Parry, Disarm +1, Entangle +2 200𝕤 5

Thrown

Name AP Parry Harm Type Notes Cost Mus
Dart† 3 −7 1 P 5𝕤 1
Shuriken† 3 −6 2 P,S 15𝕤 1
Throwing knife† 3 −4 3 P,S 20𝕤 1
Boomerang/throwing stick 3 −3 3 B 25𝕤 2
Tomahawk/throwing axe 3 −1 4 S See One-handed Axes for melee Harm 50𝕤 2
Javelin/pilum 3 −2 4 P See Spears for melee Harm 50𝕤 2
Chakram 3 −3 4 S 75𝕤 2

Blades

Name AP Parry Harm Type Notes Cost Mus
Dagger/Knife† 3 −2 2 P, S 25𝕤 1
Main-Gauche 3 +2 1 P, S Disarm +2 125𝕤 1
Stiletto/Poignard† 3 −2 3 P 90𝕤 1
Dirk/Combat Knife† 3 −1 3 S, P 90𝕤 2
Short Sword/Gladius 3 0 4 P, S 100𝕤 3
Longsword 4 +1 5 S, P 250𝕤 4
Broadsword 4 0 6 S 175𝕤 5
Bastard Sword 1h 4 −1 7 S, P 600𝕤 6
Bastard Sword 2h‡ 4 0 8 S, P 600𝕤 6
Greatsword‡ 5 0 9 S, P 550𝕤 7
Saber 3 +1 4 S, P +1 vs Disarm 200𝕤 4
Cutlass 3 0 4 S, P +1 vs Disarm 125𝕤 4
Rapier 3 +2 3 P, S +1 vs Disarm 250𝕤 3
Scimitar 3 0 4 S, P 125𝕤 4
Punch Dagger† 3 NA 3 P Uses Hand-to-hand Skill 50𝕤 1
Claws 3 −2 3 S 125𝕤 1
Sai† 3 +2 1 P Disarm +2 85𝕤 1
Kama/Hand Sickle 3 −1 3 S Disarm +1 65𝕤 2
Khopesh 3 +1 3 S Disarm +1 125𝕤 3
Falchion‡ 5 −1 9 S 550𝕤 6
Katana 1h 3 0 5 S, P 1000𝕤 5
Katana 2h‡ 4 0 8 S, P 5
Nodachi‡ 5 0 10 S, P 2000𝕤 7
  • Dagger/Knife – A small weapon, with either one or two bladed edges. Useful as a backup in close-quarters combat. Less than 1 foot in length.
  • Main-Gauche – A small blade typically wielded in the off-hand adept at use in parrying and disarming.
  • Stiletto/Poignard – A short, narrow knife used for stabbing deeply.
  • Dirk/Combat Knife – Longer and sturdier than a typical dagger.
  • Short Sword/Gladius – A thrusting sword with usually no longer than 2–3 feet.
  • Longsword – Very popular among soldiers and infantry, usually around 4 feet in length. Mostly held in one hand.
  • Broadsword – Wider than a longsword, slightly more primitive, between 3 and 4 feet in length.
  • Bastard Sword – Also known as the hand-and-a-half sword. Can be held in one or two hands. When held in two hands, it provides more power and leverage to the wielder. Usually around 4–5 feet in length.
  • Greatsword – An extremely large and powerful weapon. Must be held in two hands. Often up to 6–7 feet in length.
  • Saber – A sturdy, single-bladed, curved sword with a hand guard. Often about 3 feet in length.
  • Cutlass – Similar to a saber, with a basket-like hand guard. 2–3 feet in length, very popular amongst sailors.
  • Rapier – A noble and graceful sword, mostly used for fencing and piercing, up to 3–4 feet in length.
  • Scimitar – A curved blade usually without a hand guard. 2–4 feet in length.
  • Punch Dagger – A small knife with a T-shaped handle held in the fist and thrust at opponents. This weapon uses the Hand-to-hand Weapon skill.
  • Claws – A pair of metal bands worn around the fingers or hand which have on the back side 3–5 small, curved, metal blades, resembling the claws of a wild animal.
  • Sai – A long, pointed, dagger-shaped metal baton with two short prongs stemming from the side. Used to trap and sometimes break larger blades.
  • Kama/Hand Sickle – A farming tool that makes a decent improvised weapon. It consists of a short, metal handle from which extends a perpendicular curved blade.
  • Khopesh – A sort of hybrid of the sword and battle axe, around 2 feet in length. Features a standard sword hilt but a strangely curved blade. Only the outside curve of the blade is sharpened.
  • Falchion – A two-handed sword with a long, single-edged, slightly-curved blade that is weighted at the far end, making it useful for chopping strikes similar to an axe. Typically around 4 feet in length.
  • Katana – A masterfully crafted sword and status symbol. It has a slightly-curved blade and a single sharp edge. The hilt varies in length, but the blade itself is usually 28 inches long. When held in two hands, it provides more power and leverage to the wielder.
  • Nodachi – A larger two-handed sword than the katana, and just as well-made. The entire sword including the handle is usually 5 feet in length.


Axes

Name AP Parry Harm Type Notes Cost Mus
Throwing/Tomahawk† 3 −2 2 S 75𝕤 1
Hatchet/Hand Axe† 3 −2 3 S 55𝕤 2
Berserker Axe 4 −1 5 S 175𝕤 4
War Axe‡ 5 −1 8 S+B 350𝕤 6
Executioner/Great Axe‡ 5 −2 10 S+B 450𝕤 8
Axe Spike (for Berserker, War, Great, and Double Axes) 3 NA 4 P 40𝕤
Pickaxe‡ 4 −3 8 P+B 50𝕤 6
  • Throwing Axe – A simple axe useful for hand-to-hand, but primarily adept at being thrown. Usually less than 2 feet in length.
  • Hatchet/Hand Axe – Slightly bigger than a throwing axe, with a flat end of the head that can be used as a hammer.
  • Berserker Axe – Made with a solid wooden shaft and a curved axe head.
  • War Axe – The axe-head is curved on one side, and blunt on the other, with a long shaft of wood or metal held in two hands.
  • Executioner/Great Axe – Massive, heavy axe, with a dual-bladed axe head.
  • Axe Spike – Can be affixed to the top of the axe head to be used in thrusting.
  • Pickaxe – Typically a tool used for mining and digging, but also used in combat.

Polearms

Name AP Parry Harm Type Notes Cost Mus
Javelin/Pilum (melee) 3 0 2 P 10𝕤 2
Javelin/Pilum (thrown) 3 NA 4 P Thrown 2
Infantry Spear 3 0 4 P 75𝕤 2
Pitchfork 3 0 3 P 30𝕤 2
Trident 3 +1 4 P 125𝕤 3
Broadspear 4 0 5 P, S 125𝕤 4
Boar Spear/Hunting Spear‡ 4 +1 7 P 100𝕤 6
Pike‡ 5 −3 10 P 200𝕤 5
Halberd‡ 5 0 9 P, S 325𝕤 6
Glaive‡ 5 0 9 S, P 325𝕤 6
Scythe‡ 5 −3 10 S 100𝕤 5
Lance (mounted weapon) 5 −3 4 P Charge=×2 Harm 150𝕤 5
  • Javelin – A light spear, favored for throwing, but also can be used in melee. Possesses an iron head around 18 inches in length and a long, wooden shaft. Between 6–8 feet in length.
  • Infantry Spear – A simple, solid spear used by foot soldiers. Between 6–8 feet in length.
  • Pitchfork – Simple farming tool used for lifting and pitching. Can have 2–6 tines or prongs. Usually made of wood, but the head can be made of metal.
  • Trident – A three-pronged spear used in fishing and combat. Usually made of metal.
  • Broadspear – Heaviest spear that can be used in one hand. Solid, wide, metal head, with the entire spear being up to 8 feet in length.
  • Boar spear – Two-handed spear with a metal spear head possessing a pair of lugs or wings where it joins the shaft. Useful for parrying. Up to 8 feet in length.
  • Pike – A devastating thrusting spear, but ineffective at close-quarters combat. Between 10–20 feet in length.
  • Halberd – Two-handed pole weapon, around 5–6 feet in length with an axe head topped with a long spike. The reverse of the axe head has a thorn or hook useful in combating mounted riders.
  • Glaive – Two-handed pole weapon with a single, bladed edge 18 inches in length sitting atop a wooden pole of 6–7 feet in length.
  • Scythe – A harvesting tool with a multi-handled shaft around 5 feet in length. Its curved blade with one sharp edge extends perpendicular to the shaft. This weapon is slow and ineffective at close-quarters combat.
  • Lance – Really only effective when used in mounted combat. Devastating at full gallop, but slow to ready. Usually between 6–12 feet in length.

Bludgeons

Name AP Parry Harm Type Notes Cost Mus
Hand-to-hand 3 0 1 B NA 1
Sap† 3 NA 1 B 20𝕤 1
Wooden Club 3 0 3 B 10𝕤 2
Warhammer 3 0 4 B 250𝕤 3
Mace 4 0 5 B 125𝕤 4
Edged Mace 4 0 6 B+S 175𝕤 4
Morningstar/Spiked Mace 4 0 6 B+P 175𝕤 4
Ball & Chain 5 −2 7 B +2 vs Parry 200𝕤 6
Quarterstaff‡ 3 +2 3 B 100𝕤 3
Sledgehammer‡ 5 −3 8 B 50𝕤 7
Flail‡ 5 −2 9 B +2 vs Parry 300𝕤 8
Maul‡ 5 −3 10 B 500𝕤 8
Cestus/Knuckles† 3 NA 2 B Uses Hand-to-hand Skill 50𝕤 1
Kusari-Gama (chain) 3 −5 3 B Entangle & Disarm +3, +1 vs Parry 200𝕤 3
Nunchaku† 3 0 3 B Entangle & Disarm +1 100𝕤 2
  • Hand-to-hand – Your bare fists. You want a description? Look at 'em!
  • Sap – A small club consisting of leather-wrapped lead. Known for easy concealment.
  • Wooden Club – A hunk of hard wood held in one hand. Sometimes found with simple metal reinforcements or spikes.
  • War hammer – A hand-held weapon with a metal head created to battle armored foes. Often a spike is found on the reverse side of the head.
  • Mace – A single-handed weapon with a heavy metal head on a sturdy wooden or metal handle.
  • Edged Mace – A mace with a flanged or edged head, useful for deeper impact during a swing.
  • Morning star – A mace with metal spikes of differing size protruding from the head.
  • Ball and chain – A solid metal weight attached to a lengthy chain. Sometimes these are available with a weight at each end.
  • Quarterstaff – A long wooden pole, typically taller than the wielder. Crude versions can be found in forested areas, but more sophisticated versions are crafted.
  • Sledgehammer – A two-handed hammer with a heavy head on one end and a wooden haft up to 3 feet in length.
  • Flail – A two-handed handle with a chain connected to a solid metal spiked ball. Opponents have difficulty parrying swings from this weapon.
  • Maul – A two-handed hammer with a large metal head, similar to a sledgehammer, but capable of more powerful impacts.
  • Cestus/Knuckles – A metal or leather covering which is worn over the hand and/or knuckles and provides extra weight compared to a bare fist. This weapon uses the Hand-to-hand Weapon skill.
  • Kusari-gama (chain) – The chain portion of the Kusari-gama has a weighted ball at one end which can be used to strike opponents and wrap around limbs or weapons.
  • Nunchaku – A pair of metal or wooden rods attached by a short chain. The nunchaku is a speedy weapon which can be used to grab and disarm opponents.

Ranged

Name AP Parry Harm Type Notes Cost Mus
Blowgun† 3 NA NA P No Damage, Reload = 1AP 25𝕤 0
Dart† 3 NA 1 P Thrown 5𝕤 1
Shuriken† 3 NA 2 P, S Thrown 15𝕤 1
Throwing Knife† 3 −4 3 P, S Thrown 20𝕤 2
Boomerang 3 −2 2 B Thrown 25𝕤 1
Chakram 3 −3 4 S Thrown 60𝕤 3
Sling† 3 −5 3 B Thrown; Reload = 1AP 10𝕤 2
Short Bow‡ 4 −4 10 P 175𝕤 4
Longbow‡ 5 −2 12 P 225𝕤 6
Crossbow‡ 4 −4 12 P Reload = 3AP 400𝕤 3
Repeating Crossbow‡ 3 −4 10 P Reload 4-bolt clip = 6AP 1000𝕤 4
Hand Crossbow† 3 NA 6 P Reload = 2AP 600𝕤 2
Heavy Crossbow‡ 5 −4 14 P Reload = 4AP 550𝕤 5
Flint Pistol† 3 N/A 12 P Reload = 18AP 2000𝕤 2
Flint Rifle‡ 3 −1 14 P Reload = 24AP 2250𝕤 4
Revolver 3 N/A 12 P Reload 6 shots = 6AP 2750𝕤 3
  • Blowgun – The ammunition from a blowgun doesn't cause much damage, but is an effective way to deliver poisons, nerve agents, and other toxins.
  • Dart – A small, heavy projectile with fletching on the tail and a narrow pointed end. Too short to be used as ammunition in a bow.
  • Shuriken – Small, pointed object with sharpened tips. Either straight or star-like. Can be used as a stabbing weapon also.
  • Throwing knife – A knife, different from a typical dagger in that it is weighted and designed for throwing.
  • Boomerang – A masterfully-crafted, bent, flat, wooden stick capable of rotating at high speed and great lengths. A mundane boomerang will not return if it impacts a target.
  • Chakram – A circular, flat, metal ring with a bladed edge that can be thrown between 100–300 feet.
  • Sling – A leather or rope corded weapon which can be loaded with blunt objects, such as stones, and hurled at targets.
  • Short Bow – A curved limb typically made of wood with a tense string. Made for launching narrow, fletched arrows.
  • Longbow – Similar to a short bow, but nearly as tall as the person who wields it. These are capable of launching arrows with startling force.
  • Crossbow – A bow mounted horizontally on a wooden stock. A high-tension bow string delivers around the same punch as a longbow in a smaller size. Typically reloaded with a pull or push lever.
  • Repeating Crossbow – A crossbow with a mechanism to string the bow, load the bolt, and fire it in one motion. Each cartridge loaded into the bow contains 4 bolts.
  • Hand Crossbow – A tiny crossbow, capable of being held in one hand. Bolts for this crossbow are much smaller than standard bolts.
  • Heavy Crossbow – A very large crossbow with a metal draw string. Has a crank to be used for reloading. This crossbow hits with a sickeningly massive force.
  • Flint Pistol – A hand-held firearm usually used in self-defense or duels. Popular in conjunction with another weapon.
  • Flint Rifle – A long firearm held in two hands capable of precision and range.
  • Revolver – A hand-held firearm which is capable of firing a round, reloading, and readying for the next shot for each pull of the trigger.

Exotics

Name AP Parry Harm Type Notes Cost Mus
Net 5 −4 NA NA No damage; Entangle +5 50𝕤 3
Bullwhip 3 −5 2 S Entangle & Disarm +3, +1 vs Parry 110𝕤 2
Studded/Spiked Whip 3 −5 3 S Entangle & Disarm +3, +1 vs Parry 150𝕤 2
  • Net – Derived from the fishing device, this mass of ropes and weights is meant to encumber and hold an opponent.
  • Bullwhip – A single-tailed whip made of braided leather, historically used in cattle herding. Around 10 feet long and capable of wrapping around objects or limbs of opponents.
  • Studded/Spiked Whip – Similar to a bullwhip, but with metal spikes or studs woven throughout the braided leather.

Shields

Name AP Parry Harm Type Notes Cost Mus
Buckler 3 +2 1 B 100𝕤 1
Kite shield/heater 3 +3 2 B 175𝕤 2
Heavy shield/hoplon 4 +4 3 B +1 to Trip 250𝕤 4
Tower shield 4 +5 3 B +2 to Trip 350𝕤 5
  • Light shield – A simple shield made of wood with metal rivets and reinforcements, commonly strapped to the arm. Useful in melee combat as a bludgeoning weapon.
  • Heavy shield – A large shield — large enough to cover nearly from the shoulders to the knees. Often dish-shaped, made of wood and covered with a layer of bronze or similar metal. Its weight makes it particularly effective as a bludgeoning weapon, and is known to knock an opponent backwards or prone.