For fuller descriptions of the various weapons, look at the Weapons List.
There are 8 basic classes of weapons and one catch all category:
Under each general class there is a list of all weapons that fall under that class. Each weapon is identified by-
Name Damage Speed Notes
Damage is always calculated by rolling the die, adding strength and/or magical modifiers, and then adding base damage modifiers. Also, a weapon can never have a strength based modifier greater than the the maximum base damage of the weapon, unless otherwise noted. Example: Johan the Fair is in a duel. He's using his rapier (dam 1d6), and he has a strength of 15 (giving him a +1 to hit and a +3 damage). He manages to hit, but only barely (rolls a 1 on 1d6). So, he starts with a 1 and then adds his strengh modifier, up to the max possible for the weapon. Normally this would mean adding 3, but the rapier has a max strength modifier of +1, so he adds 1, bringing his total up to 2. If the weapon had any other plusses or minuses intrinsic to its damage they would be added at this point.
Any time a second attack happens in a round, it happens at the end of the round - after all weapons (even crossbows) have gotten in their first attack. There after, use the weapon speeds to determine what order second attacks occur. Weapons with the same speed go simultaneously (unless one person holds off - if both hold off then both lose their second attack).
Name Damage Speed Notes Knife 1d3 1 Dagger 1d4 1 May be thrown (-1 to hit, unless prof. in thrown weapon) Dagger: Maine-Gauche 1d3+1 2 Footmans Sword 1d4+1 4 Rapier 1d6 2 Max Strength Dam Bonus is +1 Sabre 1d6 3 Max Strength Dam Bonus is +3 Cutlass 1d6 5 Scimitar 2d4 6 Long Sword 1d8+1 6 Bastard Sword 1d10+1 8 Requires 2 hands free to use effectively (-1 to hit and dam and +2 speed if wielded with only one hand) Great Sword 1d12+1 10 Must awlays be used with 2 hands
Name Damage Speed Notes Hatchet 1d4 4 can be thrown if decently balanced Hand Scythe (Sickle) 1d4+1 5 Cannot be thrown, has a tendency to get stuck Hand Axe 1d4+2 6 Can be thrown with 2 handed over head with a speed of 8 Throwing Axe 1d8 5 When used for melee does 1d4 with a speed of 6 Felling Axe 1d6+2 7 Can be thrown 2 handed over head with a speed of 9 Large Scythe 1d6+1 9 Has a tendency to get stuck War Axe 1d8+2 9 With no room to swing it can be used as a short thrusting weapon doing 1d4 with speed 5 Great Axe 1d12+2 12 2 handed swing only
Name Damage Speed Notes Small Hammer 1d3 4 Horsemans Mace 1d6 6 Morning Star 1d6+1 6 Footmans Mace 2d4 8 Spike Hammer 1d8+1 8 Maul 2d8+1 13 Impractical in melee
Name Damage Speed Notes Ball and Chain 2d3 6 Horsemans Flail 1d6+1 7 Holy Water Sprinkler 1d6+2 7 Footmans Flail 1d8+1 9 -2 dam and +4 init if used 1 handed Large Holy Water Sprinkler 3d4 9 -2 dam and +4 init if used 1 handed Double Flail (Nun Chuka) 1d4 3 +1/2 atk/rnd if used with 2 hands Great Flail 3d6 13 Two hands only
Name Damage Speed Notes Light Staff 1d6-1 2 Blade Staff 1d6+1 4 Quarter Staff 1d6 3 Shod Staff 1d6+1 5
Name Damage Speed Notes Spear 1d8 4 when used as a staff, does 1d6-1, speed 5, can be thrown with no penalties Lance 1d10 9 Useable only from horseback at a charge - use the horse's strength (usually 18-20) for damage bonus calc, with an additional +1/10' beyond min dist of charge, up to +4 charge bonus (min 15' charge) - when attacking, make a riding prof. check, add to the to hit roll or subtract from the to hit roll the appropriate amount made or missed by Glaive 1d10 7 Halberd 1d12 10 Bardiche 2d6+1 12 Military Hammer 3d4 12
NOTE: All bows and crossbows have a weapon speed of 1 if they are cocked and readied, and fire at the given rate there after.
Name Damage Speed Notes Horse Bow 1d4 4 max Str 14, +1/2 atk/rnd Horn Bow 1d4 4 max Str 16, +1/2 atk/rnd Bow 1d6-1 Max Str 16 max Str 16, +1/2 atk/rnd, -2 to hit if used from horseback (and a successful riding prof. check) Long Bow 1d6+1 4 +1/2 atk/rnd, not useable from horseback Recurve Bow 1d6 4 max Str 18, +1/2 atk/rnd, -2 to hit if used form horseback (and a successful riding prof. check) CROSSBOWS Hand Crossbow 1d2+1 10 Str 12 Light Crossbow 1d4+1 Last Str 14 Footmans Crossbow 1d4+1 Last Str 16, -1/2 atk/rnd Heavy Crossbow 1d4+1 Last Str 19, -1/2 atk/rnd
Name Damage Speed Notes Hand Sling 1d6-1 7 -1 dam vs targets with hard armor, -1 to hit when using natural stones Staff Sling 1d6 5 -1 dam vs targets with hard armor, -1 to hit when using natural stones, may be used in melee as a slightly slow (+1 init) light staff
Name Damage Speed Notes Javelin 1d6 5 melee or thrown Whip none to 1d6-1 3 to 9 entangle and strangle Wire Whip 1d2 to 1d6 3 to 7 Viscious, conductive, entangle and strangle Multipart Whip 1d10 10 Rope 1d1 to 1d4 4 to 9 entangle and strangle possible Cloak 0 to 1d4 5 to 12 AC bonus when used defensively, entangle and strangle possible Blow Pipe 1d2 7 silent Double Sticks 1d4-1 3 +1/2 atk/rnd Caltrop 1d1 to 1d3 - handful of 4 to 9 at a time (depends on size)