Melee Weapons

Note on damage dice:

Light Weapons

One-handed, light enough to dual wield and make sneak attacks. Can use Dex instead of Str for attack and damage rolls.

Light melee weapons can also be thrown with a range increment of 1 square.

Weapon Hands Damage Damage Type Critical Special Cost
Dagger 1 1d4 P 19 10 cp
Hatchet 1 1d6 S 20 10 cp
Light mace or hammer 1 1d6 B 20 10 cp
Shortsword 1 1d6 S 20 20 cp

Medium Weapons

One-handed, light enough to wield a shield or light weapon in offhand. If you dual-wield medium weapons, you suffer -4 to attack and damage rolls with both. Can use Dex for attack rolls at your option; must use Str for damage rolls.

Weapon Hands Damage Damage Type Critical Special Cost
Longsword 1 1d8 S/P 19 Bastard Grip 50 cp
Warhammer or Mace 1 1d8 B/P 20 Armor Penetration 5 50 cp
Axe 1 1d10 S 20 50 cp
Scimitar 1 1d6 S 18 100 cp
Spear 1 1d8 20 Throwable 25 cp

Heavy Weapons

Two-handed, uses Str to hit and dmg.

Weapon Hands Damage Critical Special Cost
Maul 2 1d12 20 100 cp
Greataxe 2 1d12 20 150 cp
Greatsword 2 2d6 20 150 cp
Pike 2 1d10 20 Reach, set for charge 75 cp

Specials:

Ranged Weapons

Range Inc = Suffer -1 to Hit and Hit Power per this many squares of range.

Weapon Hands Damage Damage Type Rate of Fire Reload Range Inc Clip Size Special
Shortbow 2 1d8 P Single Free 5 1
Longbow 2 1d10 P Single Free 10 1 Strength penalty applies to hit/dmg (if any)
Crossbow 2 1d10 P Single Swift 5 1
Heavy Crossbow 2 1d12 P Single Std 10 1
Sling 1 1d4 B Single Free 5 1 Ammo is free

Weapons of Other Eras

See Futuristic Weapons and Modern Weapons.

Exceptional Materials

A weapon can be made of exceptional materials.

;Metals:

Material Rank Primary Trait
Mithral 1 Lightweight
Blue Steel 1 Harder, more resilient
Cold Iron 1 Spell penetration
Silver 1 Better for hybrids
Pyrite 2 En fuego
Dlarun 2 Frosty
Lodestone 2 Lightning, magnetism
Ironwood 3 Naturalistic
Truesilver 3 Holy, spell reflective
Darksteel 3 Super-strong, heavy
Flame 4 Super-fiery
Ice 4 Super-frosty
Lightning 4 Super-lightningy
Adamantium 5 Indestructible, cuts other metals
Glass 5 Super-lightweight, absorbs energy
Force 5 Pure force
Prismatic 5 Does many things
Ruby 6 Focuses the will into strength
Emerald 6 Rewards a powerful mind with defense
Sapphire 6 For the stout of heart, resilience
Diamond 7 Pretty much perfect.

Construction

Weapon Mods

Every metal weapon can have one of the below mods.

You may apply more than one mod, but each one applied beyond the first cost +100% per extra mod (the 2nd cost 2x, the 3rd costs 3x, etc).

Balanced

An exceptionally-balanced weapon is quicker to respond, both on the offensive and on the defensive.

Keen

Honed to an extra-fine edge, a keen weapon more readily penetrates critical locations.

Hardened

A hardened blade is reinforced at the tip, good for penetrating thick armor and taking punishment.

Weighty

A blade made deliberately heavy is slower to wield, but hits a bit harder.

Enchantments

Weapons can be magically enchanted.

Brainstorm list: