The original battle axe is simply two axes tied together, back-to-back, giving it a sharp blade at each end. Later, blacksmiths use a single mold to create the one-piece battle axe. Action: 1. Damage: 3D4 DP. Penetration: 13.
For shooting darts (see Dart section below). Increases range of dart to thirty feet. The blowpipe takes 1 action to load and 1 action to shoot. Action: 2. Range: 30 feet.
Bow is a ranged weapon. It allows yon to attack your enemy from a distance. It require two hands, meaning you can't carry a shield while using a bow. Arrows are the ammunition for bows. Your character must have the archery skill to use a bow. Action: 2. Damage: 1D8 DP. Penetration: 12. Range: 837.59 meters (916 yards).
Longbow is a bow that is about the height of the person who is using it. It allows you to attack your enemy from a greater distance than a regular bow. It also does more damage than a bow. It require two hands, meaning you can't carry a shield while using a bow. Arrows are the ammunition for the longbow. Your character must have the archery skill to use a longbow. Action: 2. Damage: 1D10 DP. Penetration: 13. Range: 1222.01 meters (1336 yards).
Suffering a blow as a result of a medieval club strike is not a pleasant experience. The club is not a sharp precision weapon but a blunt bludgeoning device which pummels its victims. In its simplest form a club is just a large heavy piece of material, such as wood, which can be swung quickly. Combined with the velocity of the swing and mass of the club, it can inflict a lot of damage. Action: 1. Damage: 1D4 DP. Penetration: 8.
In medieval times, the club became more devastating as weapon knowledge increased. There are various forms of clubs from the era, including the spiked club. It has spikes surrounding the end of the club for extra effectiveness. Action: 1. Damage: 1D6 DP. Penetration: 12.
Crossbow is a ranged weapon. It allows you to attack your enemy from a distance. It is a mechanical device that could be operated with a single hand. But it requires two hands to reload. That means you can't carry a shield while using a crossbow. While a longbow has greater range and a faster shooting rate than the crossbow, crossbow does more damage and can be used effectly after a much quicker training period. Bolts are the ammunition for crossbow. Your character must have the crossbow skill to use a crossbow. -1 action to aimed hits. Action: 3. Damage: 1D12 DP. Range: 1871.84 meters (2047 yards). Penetration: 15.
Whether used as a secondary weapon or as a concealed weapon, the dagger in an effective small lightweight weapon for quick stabbing attacks. It is just like a knife only it has a sharp pointed tip so that it is easier to stab. In a battle involving swords, spears, clubs etc., a dagger is going to be a very limited weapon. Its strengths in that type of setting are only when the fight is in very close quarters. Even in that setting it will only be at best your secondary weapon. The dagger is also effective when the weapon is concealed. It is small and can go unnoticed. Action: 1. Damage: 1D4 DP. Penetration: 12.
For throwing against the enemy. It does not do much damage by itself, but can be dipped in various potions for their effects. Action: 2. Damage: 1D4 DP. Range: 10 feet.
A knife is a small and short cutting instrument. It can be easily carried and concealed in clothing. Action: 1. Damage: 1D4 DP. Penetration: 12.
Mace is metal rod with a heavy metal ball on one end and or handle on the other. The metal ball serves as a blunt weapon. Action: 1. Damage: 1D6 DP. Penetration: 10.
The spiked mace has sharp spikes on the heavy metal ball. The spikes can pierce your opponents skin easily, while the heavy metal ball delivers the blunt force. Action: 1. Damage: 1D8 DP. Penetration: 15.
The morning star is a heavy metal ball connected to a handle with a metal chain. You can swing the ball round and round until you are ready to deliver the blow. Action: 2. Damage: 1D10 DP. Penetration: 10.
The spiked morning star has sharp spikes on the heavy metal ball. The spikes can pierce your opponents skin easily, while the heavy metal ball delivers the blunt force. Action: 2. Damage: 1D12 DP. Penetration: 15.
Three types of pirate's swords are available: rapier, cutlass, and longsword. For these three weapons, a slash is more than twice as effective (double damage + 2) as a normal stab attack. However, a slash take twice as many actions to execute.
The rapier is a long, thin, flexible weapon with a sharp point. It can be maneuvered easily and thrust into a target with accuracy. It has a longer reach than any other weapon, but its strikes do the least damage. Your character must have the fencing skill to use a rapier. Action: 1. Damage: 1D6. Penetration: 14.
The cutlass is a short, heavy, curved cleaver with a mean edge but short reach. Cutlass hits can be devasting (twice as damaging as a rapier) making it a popular weapon among untutored fighters. Your character must have the fencing skill to use a cutlass. Action: 2. Damage: 1D10. Penetration: 14.
The longsword is a classic weapon of medium length (longer than a cutlass, shorter than a rapier). Its attacks do more damage than a rapier, but less than a cutlass. Your character must have the fencing skill to use a longsword. Action: 1. Damage: 1D8 DP. Penetration: 14.
Sling is a ranged weapon. It allows you to attack your enemy from a distance. However, it require two hands to reload, meaning you can't carry a shield while using a sling. Pebbles and stones are the ammunition for the sling. Your character must have the sling shot skill to use a sling. Action: 2. Damage: 1D4 DP. Range: 6.
Stone axe is a rudimentary weapon that has a stone tied to a small club. The stone is usually blunt on one side and pointy on the other. It's the favorite tool and weapon of the caveman age. Action: 1. Damage: 2D4 DP. Blunt Penetration: 7. Point Penetration: 14.
The Broadsword is a medieval weapon with a large broad blade intended for cutting rather than thrusting. The blade is generally straight with a dual edge, like the more traditional longsword, about 30 to 45 inches in length, 2 to 3 inches wide tapering to a point, and weighing in somewhere between 3 and 5 pounds. Developed sometime around the 6th century, the broadsword is a close contact weapon, used primarily by the medieval knight, and greatly feared for its capability of cutting off the head or limbs of an opponent with a single stroke. The weapon was especially useful from horseback, with its size and weight adding to the strength of downward blows, cutting easily through much of the armor of the times. Your character must have the fencing skill to use a broadsword. Action: 1. Damage: 1D8 DP. Penetration: 15.
The two-handed sword is a massive sword that require two hands to swing. Because both hands are occupied, a shield cannot be used with this weapon. Character strength attribute must be 15 or higher to use this weapon. Your character must have the fencing skill to use the two-handed sword. Action: 2. Damage: 2D6 + 2 DP. Penetration: 14.