Medieval Melee Weapons - Stats & Costs

Melee Weapon Type Damage Reach Cost Weight Min STR Special Notes
AXE/MACE (DX-Average)
Axe Cutting Swing+2 1 50 4 lbs. 11 (U)
Hatchet Cutting Swing 1 40 2 lbs. 8 Throwable
Throwing Axe Cutting Swing+2 1 60 4 lbs. 11 (U), Throwable
Mace Crushing Swing+3 1 50 5 lbs. 12 (U), Throwable
Small Mace Crushing Swing+2 1 35 3 lbs. 10 (U), Throwable
Pickaxe Impaling Swing+1 1 70 3 lbs. 10 May get stuck. (U)
BOXING, BRAWLING, KARATE, or DX
Punch Crushing Thrust-1 C - - -
Brass Knuckles Crushing Thrust C 10 0.25 lbs -
BRAWLING-2, KARATE-2, or DX-2
Kick Crushing Thrust C,1 - - - On a miss, roll vs. DX to avoid falling prone.
Kick with Boots Crushing Thrust+1 C,1 Boots - - On a miss, roll vs. DX to avoid falling prone.
BROADSWORD (DX-Easy) (2-Handed)
Broadsword Cutting Swing+1 1 500 3 lbs. 10
- Alt Attack Crushing Thrust+1 1 " " "
Thrusting Broadsword Cutting Swing+1 1 600 3 lbs. 10
- Alt Attack Impaling Thrust+2 1 " " "
Light Club Crushing Swing+1 1 10 3 lbs. 10
- Alt Attack Crushing Thrust+1 2 " " "
Bastard Sword Cutting Swing+1 1,2 650 5 lbs. 11 (U)
- Alt Attack Crushing Thrust+1 2 " " " (U)
Thrusting Bastard Sword Cutting Swing+1 1,2 750 5 lbs. 11 (U)
- Alt Attack Impaling Thrust+2 2 " " " (U)
Katana Cutting Swing+1 1,2 650 5 lbs. 11
- Alt Attack Impaling Swing+1 1 " " "
Cavalry Saber Cutting Swing+1 1 500 3 lbs. 10
- Alt Attack Impaling Thrust+1 1 " " "
FENCING (DX-Average) See Parry
Smallsword Impaling Thrust+1 1 400 1 lbs. -
Rapier Impaling Thrust+1 1,2 500 1.5 lbs. 9
Saber Cutting Swing 1 700 2 lbs. 7
- Alt Attack Impaling Thrust+1 1 " " "
FLAIL (DX-Hard) See Parry
Morningstar Crushing Swing+3 1 80 6 lbs. 12 (U), -4 to Parry and -2 to Block
Nunchaku Crushing Swing+1 1 20 2 lbs. 7 (U) -2 to Parry and -1 to Block
GARROTE (DX-Easy)
Garrote Special Special C 2 0 lbs. - Rope used to strangle (B405).
KNIFE (DX-Easy)
Large Knife Cutting Swing-2 C,1 40 1 lbs. 6 -1 to Parry
- Alt Attack Impaling Thrust C " " " Throwable, -1 to Parry With
Small Knife Cutting Swing-3 C,1 30 0.5 lbs. 5 -1 to Parry
- Alt Attack Impaling Thrust-1 C " " " Throwable, -1 to Parry With
Wooden Stake Impaling Thrust(0.5) C 4 0.5 lbs. 5 -1 to Parry
Dagger Impaling Thrust-1 C 20 0.25 lbs. 5 Throwable, -1 to Parry With
KUSARI (DX-Hard)
Kusari Crushing Swing+2 1-4* 70 5 lbs. 11 (U), -2 to Parry With, -4 to Parry and -2 to Block
LANCE (DX-Average)
Lance Impaling Thrust+3 4 60 6 lbs. 12 + Damage when mounted (B397), no Parry
POLEARM (DX-Average) (2 Handed)
Glaive Cutting Swing+3 2,3* 100 8 lbs. 11 (U), (UnR)
- Alt Attack Impaling Thrust+3 1-3* " " " (U), (UnR1)
Naginata Cutting Swing+2 1,2* 100 6 lbs. 9 (U), (UnR1)
- Alt Attack Impaling Thrust+3 2 " " " (UnR1)
Halberd Cutting Swing+5 2,3* 150 12 lbs. 13 (U), (UnR)
- Alt Attack Impaling Swing+4 2,3* " " " May get Stuck. (U), "
- Alt Attack Impaling Thrust+3 1-3* " " " (U), (UnR)
Poleaxe Cut or Cr Swing+4 2,3* 120 10 lbs. 12 (U), (UnR)
RAPIER (DX-Average)
Rapier Impaling Thrust+1 1,2 500 2.75 lbs. 9 Cannot Parry With
SABER (DX-Average)
Saber Cutting Swing-1 1 700 2 lbs. 8 Cannot Parry With
- Alt Attack Impaling Thrust+1 1 " " " Cannot Parry With
SHORTSWORD (DX-Average)
Shortsword Cutting Swing 1 400 2 lbs. 6 Sabers can be used with Shortsword Skill.
- Alt Attack Impaling Thrust 1 " " "
Baton Crushing Swing 1 20 1 lbs. 6 A short, well-balanced club.
- Alt Attack Crushing Thrust 1 " " "
Cutlass Cutting Swing 1 300 2 lbs. 8 Hilt = brass knuckles in close combat.
- Alt Attack Impaling Thrust 1 " " " Hilt = brass knuckles in close combat.
Falchion Cutting Swing+1 1 400 3 lbs. 10
- Alt Attack Impaling Thrust-2 1 " " "
SMALLSWORD (DX-Average)
Smallsword Impaling Thrust+1 1 400 1.5 lbs. 5 Cannot Parry With
Short Staff Crushing Swing 1 20 1 lbs. 6 Cannot Parry With
- Alt Attack Crushing Thrust 1 " " " Cannot Parry With
SPEAR (DX-Average)
Spear Impaling Thrust+2 1* 40 4 lbs. 9 Throwable
- Two Handed Attack Impaling Thrust+3 1,2* " " " (UnR1)
STAFF (DX-Average) (2-Handed)
Quarterstaff Crushing Swing+2 1,2 10 4 lbs. 7 +2 to Parry With, (UnR1)
- Alt Attack Crushing Thrust+2 1,2 " " " +2 to Parry With, (UnR1)
TWO-HANDED AXE/MACE (DX-Avg.)
Maul Crushing Swing+4 1,2* 80 12 lbs. 13 (U), (UnR)
Great Axe Cutting Swing+3 1,2* 100 8 lbs. 12 (U), (UnR)
Scythe Cutting Swing+2 1 15 5 lbs. 11 (U), (UnR)
- Alt Attack Impaling Swing 1 " " " May get stuck. (U), (UnR)
Warhammer Impaling Swing+3 1,2* 100 7 lbs. 12 May get stuck. (U), (UnR)
TWO-HANDED FLAIL (DX-Hard)
Flail (2 Handed) Crushing Swing+4 1,2* 100 8 lbs. 13 (U) -4 to Parry and -2 to Block
TWO-HANDED SWORD (DX-Avg.)
Greatsword Cutting Swing+3 1,2 800 7 lbs. 12 (UnR1)
- Alt Attack Crushing Thrust+2 2 " " " (UnR1)
Thrusting Greatsword Cutting Swing+3 1,2 900 7 lbs. 12 (UnR1)
- Alt Attack Impaling Thrust+3 2 " " " (UnR1)
Bastard Sword Cutting Swing+2 1,2 650 5 lbs. 11 (UnR1)
- Alt Attack Crushing Thrust+2 2 " " " (UnR1)
Thrusting Bastard Sword Cutting Swing+2 1,2 750 5 lbs. 11 (UnR1)
- Alt Attack Impaling Thrust+3 2 " " " (UnR1)
Quarterstaff Crushing Swing+2 1,2 10 4 lbs. 9 (UnR1)
- Alt Attack Crushing Thrust+1 2 " " " (UnR1)
Naganita Cutting Swing+3 2 100 6 lbs. 9 (U), (UnR1)
- Alt Attack Impaling Thrust+3 2 " " " (UnR1)
Katana Cutting Swing+2 1,2 650 5 lbs. 10 (UnR1)
- Alt Attack Impaling Swing+1 1 " " " (UnR1)
WHIP (DX-Average)
Whip Crushing Sw-2(0.5) 1-7* 20 2 lbs. 5+1 per 3ft -2 to Parry With, (U), See B406 for Spec. Rules

Broken Weapons
See Breaking Weapons for Breaking Rules.
If a weapon is destroyed it is useless, but if it is only disabled, it might still be useful.
An Extremely Light weapon (anything weighing 1lb. Or less is useless.
Otherwise, roll 1d and check below:

Axe/Mace Weapons:
On 1-3, the head breaks off, leaving you holding a light club. On 4-6, the weapon is smashed beyond use.
Polearms:
On 1-2, you’re left holding an 8-foot pole; treat as a long spear that does thrust+2 crushing damage. On 3-4, you’re left with a quarterstaff, and there’s a very clumsy (-4 to hit) axe with reach 1 lying in front of you. On 5-6, you’re left with a light club and there’s a clumsy (-2 to hit) “great axe” with reach 2 lying on the ground.
Rapiers and Smallswords:
On 1-3, treat a broken smallsword as a dagger and a broken rapier as a smallsword; damage is still impaling! On 4-6, the blade snaps off at the hilt; the weapon is useless. Spears: On 1-3, the head breaks off where it joins the shaft, leaving you with a quarterstaff. On 4-6, the spear breaks further down; you have a baton, and there’s a spear with reach 1, doing normal damage, lying in front of you.
Swords (broadswords, greatswords, katanas, shortswords, etc.) and Sabers:
On 1-3, the blade breaks off at the halfway mark, losing its tip. It can still make a cutting attack at -2 to damage, but it is useless as an impaling weapon: a thrust does thrust crushing damage. If the sword was reach 2, it is now reach 1. On 4-6, the blade snaps off at the hilt; the sword is useless.
Two-Handed Axe/Mace Weapons:
On 1-3, the head breaks off where it joins the shaft, leaving you with a quarterstaff. On 4-6, the weapon breaks further down; you have a light club, and there’s a very clumsy (-4 to hit) axe with reach 1 lying in front of you.
Other Weapons:
Use the closest weapon listed above. The GM has the final say, and may choose to roll if there is more than one way for the weapon to break.

Abbreviation Damage Type
Aff Affliction
Burn Burning
Cor Corrosion
Cr Crushing
Cut Cutting
Fat Fatigue
Imp Impaling
Pi- Small piercing
Pi Piercing
Pi+ Large piercing
Pi++ Huge piercing
Tox Toxic
Spec. Special - see weapon notes

Reach - Melee Weapons

Reach - Melee Weapons.png

Weapon Customizing/Combination Weapons
Start with the basic melee weapon and add the cost and weight of the desired features below:

Hammer: any swung, hafted cutting or impaling weapon can add a hammer head behind its striking head. Damage is the usual Swinging attack but Crushing. Cost: 25, 0.5 lb.

Hook: any swung weapon. Hooking inflicts thrust-2 cutting for a one handed weapon, and thrust-1 for a two-handed. Cost: 25, 0 lb.
*see disarming with a hook, or pulling down, etc.

Kusari, Two-Yard (Weighted Chain): any reach 1+ weapon. Use the stats from B272, except reach is 1, 2*. The wielder may use weapon normally, or swing the chain using the Kusari skill. The weapon becomes two-handed, with one hand controlling the chain at all times. Cost: 40, 2.5 lbs.

Kusari, Four-Yard: as above, but full sized, with reach 1-4*. Cost: 80, 5 lbs.

Pick/Spike: any swung, hafted weapon that deals crushing or cutting damage. Damage is the usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck The weapon also gains the benefits of a hook. Cost: 50, 0.5 lb.

Sickle: any swung, hafted weapon. Damage is the usual swinging attack, but at -1 and cutting, or -2 and impaling. The weapon also gains the benefits of a hook. Cost: 30, 0.5 lb.

Spear: any hafted weapon. Damage is thrust+2 impaling one handed, and thrust+3 impaling two-handed. Thrusting doesn’t unready the weapon - even if swinging it normally does. Cost: 30, 0.5 lb.

Apply +1 to the weapon's ST stat per 1 lb. or fraction thereof added to a one handed weapon, or per 2 lbs or fraction of added to a two-handed weapon.