Weapons Tables





Listed below are the Weapons Tables, Melee Weapons here, Missile Weapons here and the Bow Draw Table here.



A quick explanination of terms. Name: self explanetory. Len: Length of weapon. Wt: of weapon in pounds. SR (closing, in range & defense mod) Closing: SR Mod when closing to combat or approaching another combattant; In Range: SR Mod when engaged in combat; Defense Mod: the amount of damage the weapon can stop when used to parry, and a measure of how much damage the weapon can take. Damage: self explanetory. Min STR/DEX values to use the weapon at NO penalty. And finally NOTES: special information about many of the weapons on the list.








MELEE WEAPONS

NAMELENWT
SR
Closing
In Range
Def Mod
DAMAGEMIN STR/DEXNOTES:

Axe, battle4'7.50/-1/101d8+213/9**, 1d8 one handed







Axe, great5'15+1/-2/121d10+213/11*







Axe, hand1.5'-3'6-2/+1/61d4+17/9&, see Axe, thrown also.







Bardiche5'12.5+1/-2/82d410/7*, p







Bec-de-corbin6'10+1/-2/81d810/7*, p







Bill-Guisarme8'+15+3/-2/81d1012/8*, p







Bo Stick5'1.50/+1/61d4+17/9*, b







Boku-toh3'-1/+1/1d4/







Caltrops --- ---/ ---/ ---Special ---/ ---see description, called Tesu-bishi in Japan







Chain5'-10'S/0/1d4+1 ---/7b, entangle







Chijiriki, chainsee Chainsee Chain/see Chain/see Chainsee Chain9/9see Chain







Chijiriki, spear7'-10'+3/S/1d69/9*, p







Chopsticks1/2'-3/+2/1d2 ---/ ---b







Club3'+3+1.5/ft > 30/+1/61d6(+1s/ft >3) ---/7also see Club, thrown for details if this weapon is thrown. Clubs over 3' have modified damage & wt values as noted above, and may NOT be thrown.







Daggerup to 18"1-2/+2/51d4 ---/ ---see Dagger, thrown also.







Dagger, musite18"2-2/+1/71d3+1 7/can not be thrown.







Fang3'0/+1/ ---1d6 ---/7a







Fauchard8'+6+3/-1/81d811/7*, p, d







Fauchard-Fork8'8+3/-1/82d411/7*, p, d







Flail, footman4'150/-1/(8)2d610/11*







Flail, horseman2'3.5-2/0/(6)1d69/10







Fork, military7'+7.5+3/-1/101d811/7*, p, d







Glaive8'+7.5+3/-1/81d6+111/7*, p







Glaive-Guisarme8'+10+3/-2/81d6+211/7*, p, d







Guisarme6'+8+2/-1/82d410/7*, p, d







Guisarme-Voulge7'+15+3/-2/82d411/7*, p, d







Gunsen1'-3/+2/1d2+1 ---/ ---b







Halberd5'+17.5+1/-2/102d4+312/8*, p







Hammer1.5'5-2/+1/101d610/ 9see Hammer, thrown for details if this weapon is thrown.







Hammer, lucern5'+15+1/-2/82d410/7*, p, d







Javelin, hth4.5'20/0/61d4 7/ 7p, see Javelin, thrown for details if this weapon is thrown.







Jitte1.5'-2/+2/ ---1d4 ---/ ---a







Jo Stick3'4-1/+2/51d4 ---/ ---b







Kama2'-2/+1/ ---1d4+1 ---/ ---







Katana3.5'0/+1/ ---1d8+1 7/ 9**, 1d8 one handed







Kau sin ke4'-6'S/0/ ---2d4+2 ---/ ---a







Kawanaga8'++3/-1/ ---1d3 ---/ ---*, entangle







Kiseru2'-2/+1/ ---1d4 ---/ ---b, smoking pipe







Kumade6'+2/0/ ---1d4 ---/ ---







Kusari-gama2'+-1/0/ ---1d4+1/*, entangle







Kyoketsu-shogi6'++2/0/ ---1d4 ---/ ---*, entangle







Lajatang5'0/0/ ---2d4+1/b







Lance (heavy horse)14'15+3/-1/f1d10+2 7/ 7p







Lance (light horse)10'5+3/0/f1d6+1 7/ 7p







Lance (medium horse)12'10+3/-1/f1d8+1 7/ 7p







Lasso10'-20'+3/-2/f/ 7see description







Mace, footman3.5'100/-1/102d4+213/ 7*







Mace, horseman2.5'5-1/0/81d4+1 7/ 7







Main Guache18"2-2/+1/61d3+1 7/ 7used in off hand, as a second weapon. Can not be thrown







Man Catcher8'++3/-1/1d2 8/ 9see description







Maul, great5'15+1/-2/122d6+213/11*, no parry allowed unless Defend option taken, with no Counter possible in any case.







Morning Star4'12.50/-1/f1d6+111/ 7







Nagimaki5'-8'S/0/1d4+1 7/11p







Naginata8'++3/-1/1d8 7/11*, p







Nekode0.5'-3/+2/1d3 ---/ ---







Ninja-to2.5'-1/+1/1d6 ---/11a







Nunchaku3'-1/+1/1d4+1/11a







Parang2'-2/+1/1d6+1/







Partisan7'+8+3/-2/81d6+211/ 7*, p







Pick, military, footman4'60/-1/102d411/ 7*







Pick, military, horseman2'4-2/0/81d4+1 9/ 7







Pike, awl18'+15+3/-3/f1d10 9/ 7*, p







Ranseur8'+5+3/-1/81d6+110/ 7*,p,d







Rapier3.5'4+1/+1/71d6/112 x damage vs. charge, but -1 To Hit.







Saber, Cavalry3.550/+1/91d811/12







Sai1.5'-2/+2/1d3+1 ---/11a







Sang Kauw3'-5'-3/+1/1d4+1/a







Scimitar3'4.5-1/0/91d8 7/11







SiangKam1'-3/+1/1d4+1/a







Sode garami6'++2/-1/1d3/*,see description







Spear5'-10'3 + len/3S/S/101d6+1 7/ 7p,**, 1d6 1-handed, see Spear, thrown if this weapon is thrown. Closing SR based on Length <= 5' sr=0; > 5' <=6' sr=+1; >6' <=7' sr=+2; >7' sr=+3. In Range SR based on Length: <7' sr=0; 7' - 8.5' sr=-1; >8.5' sr=-2.







Spetum8'+5+3/-1/81d6+110/ 7*, p, da







Staff, quarter5'-7'5/6S/+1/101d4+1 9/ 9*, iron tipped 1d5+1. Closing SR based on Length = 5' sr=0; > 5' <=6' sr=+1; >6' sr=+2. Wt is 6 for lengths of 6'+.







Sword, bastard4.5'100/0/121d8+211/ 9**, 1d8 one handed







Sword, broad3.5'7.50/0/102d4 9/ 7







Sword, long3.5'70/0/101d8 9/ 7







Sword, short2'3.5-1/+1/81d6/ 7







Sword, two-handed6'20+1/-2/121d12+211/13*, zwei-hander







Tetsubo5'0/-1/1d6+1/*







Three-piece rod6'+1/-1/1d6+1 9/13a







Trident4'-8'+S/S/8special 7/ 8**, 4' 1d4+1; 5' 1d6; 6' 1d6+1; 7' 1d8; 8' 1d8+1; -1 if used one handed. SR based on Length 4'-5.5' sr=+1/0; >5.5' <7' sr=+2/-1; >7' sr=+2/-2.










NOTES

  *    weapon is used two handed only, may not use a shield or second weapon while using this weapon

**    weapon may be used both one and two handed, one handed damage is noted. Also STR required is increased by 2 when used one handed

  a    only used by martial artists as special maneuvers

  b    may be used to perform martial arts special maneuvers

  d    weapon will dismount a rider; if the To Hit roll is successful rider must Save vs. DEX minus damage rolled or is dismounted, roll fall damage

da    weapon capable of disarming a foe; a successful attack vs. AC 8 is required, this attack does no other damage

  p    pole weapon, double damage if set vs. a charge, double damage if user is charging but has an additional -1 To Hit

  S    special calculation for closing or in range SR mods, see each weapon's notes section

  +    Armor Piercing Arrows: +2 vs. hard armour opponents
        Frog Crotch Arrow may be used to cut cords, lines, ropes; -6 To Hit for any such attack
        Humming Bulb Arrows emmit a high pitched wail, used primarily for signaling during combat
        Fire Arrows, any arrow wrapped in oil soaked clothe and set alight before firing are treated as Humming Bulb Arrows for damage, and all range bands are cut in half

  f    no parry possible by user, opponents parry at -2

(n)   weapon may parry at -4, opponents parry at -2









MISSILE WEAPONS

NAMESR MODDAMAGEMIN STR/DEXRANGE S/M/LNOTES:

Arrow, Armor Piercer ---(Bd - 1step)+1 ---/ --- +1/ +2/ +3missile weapon, see Bow Pull Table. +2 to hit vs hard armor opponents.






Arrow, Frog Crotch ---(Bd+1) ---/ --- ---/ ---/ ---missile weapon, see Bow Pull Table. Can cut cords, lines, ropes, etc. -6 to hit.






Arrow, humming bulb ---(Bd-2steps) ---/ --- ---/ ---/ ---missile weapon, see Bow Pull Table. Used for signalling as it emmits a high pitched wail. Treat fire arrows as this type for damage, etc.






Arrow, leaf head ---(Bd+1step) ---/ --- ---/ ---/ ---missile weapon, see Bow Pull Table.






Arrow, standard ---(Bd) ---/ --- ---/ ---/ ---missile weapon, see Bow Pull Table.






Axe, throwing01d4+17/91/2/3&, thrown weapon. see Axe also.






Bow, drawn+4by ammo typesee Bow Table/ 9see Bow Table/see Bow Table/see Bow Tabledamage by arrow type and STR of Bow, see Bow Table






Bow, drawn, composite+4by ammo typesee Bow Table/ 9see Bow Table/see Bow Table/see Bow Tabledamage by arrow type and STR of Bow, see Bow Table






Club, thrown01d6 7/71/2/3see also Club for details if this weapon is used in melee combat.






CrossbowSby ammo typesee Bow Table/ 9see Bow Table/see Bow Table/see Bow Tabledamage by arrow type and STR of Bow, see Bow Table






Dagger, thrown+41d4 ---/111/2/3see Dagger also.






Daikyu+4by ammo type11/ 97/14/21shoots bullets. Does Sling/Bow Bullet damage + 1 step






Dart, blowgun-2 --- ---/8 ---/ ---/ ---missile, poison, darts have negliegable weight






Dart, thrown01d3 ---/9 ---/ ---/ ---thrown, poison






Hammer, thrown01d6 9/111/2/3see Hammer for details if this weapon is used in melee combat.






Hankyu+4by ammo type 9/ 95/10/15shoots bullets. Does Sling/Bow Bullet damage + 1 step






Javelin, thrown01d6 9/ 92/4/6p, see Javelin, hth for details if this weapon is used in melee combat.






Needle01 pt ---/ ---5'/10'/15'thrown weapon, see Weapon description for rate of fire, and damage modifiers.






Quarrel/Bolt, standard ---(Bd) ---/ --- ---/ ---/ ---see Bow Table.






Quarrel/Bolt, war ---(Bd+1) ---/ --- ---/ ---/ ---see Bow Table.






Shuriken, spike+41d3/130.5/1/1.5thrown weapon






Shuriken, star, large+81d4+1/130.5/1/2thrown weapon






Shuriken, star, small/shaken+121d4/130.5/1/2thrown weapon






Sling0by ammo type/114/8/16see Ammo Type for damage






Sling or bow bullet01d4+1/11 ---/ ---/ ---missile weapon






Sling or bow stone01d4/11 ---/ ---/ ---missile weapon






Sling, staff-2by ammo type 9/11>3/10/20see Ammo Type for damage






Sling, staff, bullet-22d4+1 9/11na/+2/+4*,missile weapon






Sling, staff, stone-21d6+1 9/11na/ ---/ ---*,missile weapon






Spear, thrown01d6+1 9/ 91/2/3p, see Spear if this weapon is used HTH.










BOW Draw Table

 

PULLSTR MINRANGE S/M/LTO HIT MOD
S/M/L
BASE DAM





2095/10/15-1/-3/-61d4
3095/10/180/-3/-61d4
40106/11/190/-2/-61d4
45116/11/190/-2/-51d6
50126/12/200/-2/-51d6
60136/12/210/-2/-51d6
70146/12/210/-2/-41d6
80156/12/210/-2/-41d8
90167/13/220/-2/-41d8
100167/13/220/-2/-41d10
110177/13/230/-2/-41d10
120177/14/240/-2/-41d10+1
130187/14/260/-1/-41d10+1
140197/14/280/-1/-42d6
150207/14/300/-1/-42d6
160218/14/300/-1/-31d12+1
170228/15/300/-1/-31d12+1
180238/15/320/-1/-32d8
190249/15/320/-1/-32d8
200259/16/320/-1/-33d6

Minimum DEX required for all Pulls is DEX 9.

Shortbows: 20-60 pounds

Longbow: 45-150 pounds

Composite Bow: STR Required -2; DEX Required +1

Crossbows: STR Required -4. Hvy: 60+ pounds; Lgt: 40-100 pounds

A character can use any Drawn Bow if he/she meets the STR Required or at penalty if he/she is one point shy (-2 To Hit at all Ranges, -2 SR Mod). A character can use any Crossbow if his/her STR is within 5 points of the STR Required for the bow, there is a -1 at all Range bands if the character STR is below the Required STR. And see below for Rates of Fire.

Rates of Fire: For Drawn Bows (normal and composite) add the SR Mod to the Initiative Roll and proceed as normal. For Crossbows: If the user's STR exceeds the minimum required STR the Crossbow has an SR Mod of -2, if STR is equal SR Mod is -4, if STR is one below required SR Mod is -6. If STR is 2 or more points lower then Required STR, the Crossbow must be cranked to be loaded, cranking takes upwards of 1 minute to complete.





















































Template copyright Robert Hershberger, 01 Jan, 2002.
Last updated on 08 Dec 2002.