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 |
- *: Must be readied for one turn to change from long to short grip or vice versa.
- (U): The weapon is unbalanced: you cannot use it to parry if you have already used it to attack this turn (or vice versa). Two Handed weapons are unbalanced if used with one hand.
- (UnR): That the weapon usually UnReadies after striking with it. (UnR1) means that the weapon usually UnReadies after striking with it using 1 hand. See B270 for details on how your ST attribute can change that.
Some of the weapons above have different stats when used with different skills, so they are listed twice (even though they are the same item).
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

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.