Weapons & Armor

Weapon Type Damage Distance Qualities Usage Die Price
Dagger or Knife d4 Close, near Melee, Missile d6 3
Shortsword d6 Close Melee d8 7
Longsword d8 Close d8 10
Bastard Sword (2h) d10+1 Close d6 15
Club d4 Close d8 3
Mace, Hammer d6 Close d8 5
Cleaver d8 Close d6 8
Hand axe d6 Close d8 4
Battle Axe (2h) d8 Close d8 7
War hammer (2h) d6 Close d10 5
Staff d4 Close d8 2
Pole weapons d10 Close, near d8 7
Rapier d6 Close d6 6
Whip d4+2 Close, near d8 8
Javelin, dart d4 Close, near d6 1
Sling d4 Near d8 2
Shortbow (2h) d6 Near, far d8 25
Longbow (2h) d6 Near, far, long d10 40
Crossbow (2h) d6 Near, far d8 40
Heavy crossbow (2h) d8 Near, far, long d10

Weapon Qualities

Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.
Melee: Close quarters weapon (5’ or less).
Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (–1 to hit) range are shown in parentheses.
Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.
Slow: The character acts last in each combat round (see Combat, p234).
Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.
Two-handed: Requires both hands; the character cannot use a shield.

Armor

Armour AC Cost (gp) Weight (Coins)
Leather 7 [12] 20 200
Chainmail 5 [14] 40 400
Plate mail 3 [16] 60 500
Shield +1 bonus 10 100

Check Encumbrance for any issues with carry weight