Master Weapons List The tables that follow include all of the following weapon statistics. The weapons are pulled from Players Options: Combat & Tactics (C&T), as well as from the DMÕs own campaign/ House Rules. Notes: These notes refer to any specific limitations or special characteristics a weapon may possess. These notes are detailed at the end of the weapons list. Weight: This is the weaponÕs weight in pounds. All weapons, and ammunition have a listed weight. Size: Weapons are described as Small, Medium, or Large a character can employ a weapon one size larger than he/she in two hands. A size S gnome can use a dagger or short sword one-handed, but would need two hands to use a size M battle axe. Type: Weapons are divided into three categories: Bludgeoning, Piercing, and Slashing. This describes the weaponÕs primary method of creating injuries, and is used to determine what kind of critical hits the weapon inflicts. In addition, some monsters may be partially resistant to the effects of certain weapon types; for example, skeletons only take 1/2 damage from slashing or piercing weapons. Speed: Weapons are rated as Fast, Average, or Slow, for purposes of the PlayerÕs Option combat system. Melee Reach: All hand-to-hand weapons are rated as having a reach of 1, 2, or 3 squares. A reach of 1 allows the user to attack any target in an adjacent square that he threatens. A range of 2 allows the user to attack targets one or two spaces away. A weapon with a range of 3 cannot be used to attack a target only 1 square away; it can only attack targets 2 or 3 squares away. If a weapon has a Ò-Ó in this category, it cannot be used to make melee attacks. Missile ROF: This is the number of times per combat round that a missile weapon may be used to attack. Naturally, a character canÕt throw two or three weapons per round if he has only one available. Missile Range: Range is expressed as three numbers. The first number is the outermost limit of short range, the second number is the outermost limit of medium range, and the third number is the outermost limit of long range. For example, a thrown dagger has a range of 2/4/6. If it is thrown at a target one or two squares away, itÕs a short-range shot; a target three or four squares away is a medium-range shot; and so on. Missile ranges are given in combat system squares. In normal melee scale, a square equals 5 feet.In missile scale (Only used for outdoors or open battlefields) a square equals 5 yards. Damage: Damage is divided into two categories: versus Small-Medium creatures, and versus Large or larger creatures. The target size dictates which rating to use. Knockdown die: The knockdown die is rolled any time the weapon scores a hit. A result of 7 or better creates a possible knockdown against a Man-sized target. Min. Str.: Minimum strength is the minimum strength a character must possess in order to become proficient with this weapon. Min. Dex.: Minimum dexterity is the minimum dexterity a character must possess in order to become proficient with this weapon. Additionally If a character wishes to throw this weapon or use it in a ranged attack, then the minimum dexterity rating in parenthesis must also be met. Cost: This is the standard cost of the weapon, or ammunition in this campaign. Master Weapons List notes: b Bone and Stone weapons have a 1 in 6 chance of breaking any time maximum damage is rolled. For the bottle and the vial (any glass weapon), any hit breaks the item unless a successful saving throw vs. fall is rolled (>13 on d20). If a bottle is broken, it can then be used as a knife. c These weapons inflict double damage if firmly set to receive a charge. d These weapons may inflict additional damage from burning fuel, holy water, acid, or poison. h These weapons require two hands to wield regardless of the wielders size. m These weapons inflict double damage when wielded in a mounted charge. s These weapons can be used to perform special martial arts attacks. 1 Poison is available for weapons/use only if the DM so allows it. 2 The boomerang returns only if it was thrown by a proficient user and misses its target. 6 These weapons dismount a rider on a successful hit. 8 The scourge is ineffective against opponents in metal armor (Scale mail or heavier). 10 The staff sling has no short range. It cannot hit targets within 5 squares of the wielder, attacks made 6 to 12 squares away are considered to be at medium range, and attacks made 13 to 18 squares away are considered to long range. 11 The whip is ineffective against opponents in any type of armor. WEAPON DESCRIPTIONS: The following weapon descriptions cover only those weapons that were added to the complete weapons list from the DMÕs own campaign. For descriptions of other ÒstandardÓ weapons see PlayerÕs Option: Combat & Tactics, pgÕs 129, 134-145. ATL-ATL. The atl-atl or spear thrower is not actually a weapon, although proficiency is required in order to use it properly. The atl-atl is simply a throwing stick for a spear or javelin. The following weapons may be thrown using an atl-atl. Common spear, Spiral spear, Stone spear, Pilum, Common javelin, Stone javelin, Common harpoon, Bone harpoon, and Stone harpoon. The atl-atlÕs leverage and throwing track provide greater range to any of the above weapons when thrown. Adding 1 to short range, 2 to medium range, and 3 to the long ranges of all weapons hurled using the atl-atl. The accuracy of such thrown weapons is also greatly improved. Adding a +2 Òto hitÓ at short range, and a +1 Òto hitÓ at medium range. BEAR PAWS. An extremely versatile weapon. Bear Paws consist of two metal framed gauntlets equipped with dagger-like blades extending forward from the frame. The gauntlets are connected by a light strong chain. This weapon can be used in melee combat by clawing/punching with the gauntlets, or in ranged combat by hurling the weapons like bolas. Although the weapon will not entangle an opponent in the same manner that bolas will. BHUJ. A short, slightly heavy, single edged knife blade. much like a butchers knife, or meat cleaver. BRASS KNUCKLES. An iron or brass piece of metal with holes punched in it so that ones fingers may be slipped through like rings. This weapon is intended to be used in conjunction with a pummeling, sapping, or punching attacks. See PlayerÕs Options: Combat & Tactics pgÕs 83-86, and 46. In general a character using brass knuckles doubles the chance of an opponent being knocked out when struck in a sapping attack. Additionally a character will inflict normal (not temporary damage) damage when using brass knuckles, and the saving throw to determine unconsciousness after a successful pummeling attack is made at an additional -3. BULLOVA. A long handled axe like weapon. The weapons shaft is a heavy oak two tined fork, set with two blades set vertically on each tine. The main blade on each tine is triangular, narrowest near the bottom, flaring to itÕs widest at the top of the tine. The second blade is actually a hook set directly below the triangular blade. The combination of the gap between the two tines, and the blade and hook combination all make for several ways to catch, parry, disarm, and break an opponents weapon. The wielder of this weapon gains a +4 Òto hitÓ when attempting any such maneuver. CRANEQUIN. A very heavy crossbow/Arbalest, equipped with a rack an pinion cocking mechanism, makes this weapon one of the most powerful personal missile weapons available. This weapon uses special siege bolts, and quarrels. FLAMBERGE. A very large sword. Approximately six feet long, with a two-edged broad blade. The blade is approximately three inches wide. The blade has a fuller running straight down the length of the blade to strengthen the blade. The must unusual feature of the flamberge is the blades wavy undulating edges. Rather than a straight edge the blades edges curve in a waving undulating fashion; making the cuts caused by this particular blade exceedingly damaging. FLIND BAR. A special type of flail. Typically wielded by flind. This weapon consists of three to six 21/2 foot long, slightly heavy chains linked to a 8 inch iron handle. The weapon is highly effective in the disarm maneuver. When used in the disarm maneuver the standard -4 Òto hitÓ penalty is reduced to a -2 Òto hitÓ penalty. GAROTTE. A garotte is a strangling device usually made of cord, but which can also be fashioned from cloth or wire. In order to be employed effectively, the wielder of the garotte must strike from behind, and the victim must be either unaware of the impending attack or else unable to take defensive action. A target that is completely surprised from behind would be subject to the effects of a successful garotte attack, but such a target engaged in melee with other characters (and as such dodging and evading blows) would not. The victim must be humanoid and have a relatively unprotected neck. Even a stout collar of leather will prevent successful use of the garotte. The victims neck must be no more than 1 foot above the shoulder height of the garotte wielder, and any limb, instrument, or weapon raised to prevent encirclement of the neck will foil the attack; reducing damage to 1 point only. A successful hit will inflict the indicated damage, and will slay the victim at the end of the next round unless the wielder is caused to release the garotte. A successful attack on the garotte wielder by any individual (The victim may attack at a -2 Òto hitÓ), as well as a successful bend bars roll against the garotte will both spoil the garotte attack, and save the victims life. Unless the victim in normally entitled to more than one attack per round, he or she cannot attempt an attack, and a bend bars maneuver in the same round. GOUGE SPEAR. A hollow ended spear. The edges of the business end of this spear are razor sharp. This weapon will gouge large chunks of flesh from an opponent. The weapon must be cleaned after each successful attack, or all subsequent attacks will be at 1/2 damage. GRAPPLERS. Three, two foot lengths of chain attached to a one foot haft by a common link. The free end of each chain is fitted with a three pronged hook. This weapon is highly effective at disarming/ de-shielding opponents so they may be attacked more easily. The wielder of this weapon gains a +4 Òto hitÓ when attempting to disarm, or de-shield any opponent. HALADIE. A double ended dagger with two short, curved, or straight blades connected to opposite ends of a straight handle. A complete hand guard protects the wielders hand from an opponents blade. HORSE BOW. Specially designed to be fired from horse back. One end of this bow is heavier, but shorter than the upper portion of the bow. Using the horse bow permits one to shoot with accuracy even while mounted. The normal penalties for shooting from saddle are reduced by 2. However, the fire rate is still reduced. If combined with Horse archery fighting style specialization has no penalties at all while firing this weapon from horseback. KODA-MAKI-CHU. A weapon developed by orcs, this particular weapon has gained popularity among many adventurers due to itÕs several uses. The koda-maki-chu is a peculiar looking weapon to say the least. A long wooden pole (6Õ+) is set with an iron crossbar on one end. The pole is encased with a metal sheath near the crossbar end. The sheath is studded with sharp spikes or barbs. The other end of the pole is set with a counter balanced weight to provide better balance. The 3 foot crossbar is also studded with sharp spikes and barbs. The ends of the crossbar are equipped with two implements. The first is a pick like attachment which is turned inward. This attachment is used for puncturing armor when the weapon is swung like a pick axe with the crossbar end turned vertically. Any natural Òto hitÓ number of 13 or greater will pierce the opponents armor. The second implement is a broad single edged curved blade, facing outward. This implement is used when the weapon is swung in an arcing motion horizontally. The weapon can also be used in a pin maneuver due to the spiked area facing the opponent, between the crossbar ends. Or in a pull/trip maneuver due to the spiked area on the crossbar, and pole shaft, facing towards the wielder. The weapons various catching surfaces also provide an excellent surface for disarming and parrying. The weapon is heavy but not so long as to be difficult to wield outside of the conventional polearm formation. KRIS. The blade of this dagger is made of a very rare type of meteoritic iron. These blades will dispel all 1st level spells cast at or around the blade 35% of the time, as if a 10th level magic user. One check is made per spell. The blade has many undulations. The weapon is forged with the meteoritic iron mentioned plus some special secret magic spells which dampen low level magic. KUKRI. A large knife with one edge. the kukri has a 5 inch handle, followed by a 7 inch straight blade, approximately 11/2 inch to 2 inch wide blade. The blade then bends downward at a 331/3¡ angle, with the blade continuing straight from there for another 6 inches, with the bottom edge (the sharp edge) curving up to meet the top edge (the straight edge) at the tip. This weapon is not intended as a thrusting weapon, but instead is intended for the chop. ONE HANDED VIAL BOLT CROSSBOW. Used to deliver special bolts which may contain any number of things such as holy water, poison, acid, etc. QUADRATIC INTERVAL CROSSBOW. This heavy crossbow fires heavy quarrels or bolts from a preloaded chamber. The bolts may be fired one per round for four rounds. Thus with this weapon a character can fire heavy quarrels or bolts at a fire rate of 1. Of course each bolt must be diced for separately. It takes one round to reload one quarrel. Thus it takes four rounds to completely reload this weapon. SLASHER. A very versatile weapon the slasher is a specialized dagger. A single edged blade which is angled slightly forward to reduce wrist strain. The slasher handle is in fact a set of brass knuckles which may be used in a pummeling attack (See PlayerÕs Options: Combat & Tactics pgÕs 83-86, and 46). See brass knuckles above. In addition there is a double edged blade protruding from the end of the slasher. A character should specify the manner in which the weapon is being used so that the type of damage caused can be determined in the event of a critical hit. SLASHER SWORD. A very versatile weapon, the slasher sword like the slasher is a specialized sword. A single edged blade is angled slightly forward to reduce wrist strain. The sword handle has a dagger protruding from the pommel and a set of brass knuckles for use in close combat and punching/pummeling attacks. (See PlayerÕs Options: Combat & Tactics pgÕs 83-86, and 46). See brass knuckles above. A character should specify the manner in which the weapon is being used so that the type of damage caused can be determined in the event of a critical hit. SPIRAL SPEAR. The spiral spear has a sharpened spiral blade running halfway along the length of the shaft from the tip. The weapon spins in flight, causing the spear to embed itself into the target as a drill would. STRANGLE NOOSE. A long hollow metal pole with a wire lasso/loop going through the center of the pole. There is a wooden handle at the other end, which when pulled tightens the noose around an opponents neck or limb. In order to get the noose around an opponents limb one must make a called shot, thus suffering a Òto hitÓ penalty of -4 when attempting to lasso a limb. Or a -8 when attempting to lasso the head. If the weapon is placed around an opponents neck it is treated as a garotte. (See that weapon above) In addition the opponent will not be able to attack the weapon wielder unless some type of pole weapon or ranged weapon is used. SWAIN SWORD. The edges of this short sword are jagged, and hooked (like razor wire). This weapon is excellent for disarming opponents. SWORD BREAKER. This dagger like weapon has a serrated edge. A short heavy blade with many teeth on the back of the serrations in order to catch an opponents blade and snap it. The wielder of this weapon gains a +4 Òto hitÓ when attempting to pin or break an opponents blade. SWORD CANE. This is simply a long, slender, rapier-like blade concealed within what appears to be a simple walking stick or cane. The weapon can usually be smuggled into places where weapons are prohibited. TERBUTJE. A wooden sword with sharks teeth lashed to both edges to create a ripping slicing weapon. Useless for thrusting attacks. The weapon does not rust. TETRACOAVALITIC CROSSBOW. This crossbow fires 4 bolts or quarrels, all at the same time. (at a single target) Each bolt/quarrel must be diced for separately to see if it hits, and for damage. Only heavy bolts and quarrels may be used with this crossbow. It takes 4 rounds to reload all 4 bolts/quarrels. Or one round to reload one such bolt/quarrel. TONFA. Also know as tui-fa, or a police baton. This is a hardwood rod with a small handle sticking out perpendicularly. The entire length is about 2 to 3 feet. Originally the handle of a millstone, it is now a martial arts weapon. With it, the trained fighter can block, catch weapons, break weapons, and effectively attack. It is often used in pairs. The tonfa can be twirled to bash a foe (as with a club) or the weapons outstretched section can be used to punch or gouge an opponent. The tonfa is easily held and carried along the arm of the user. The weapon is easily concealed in the sleeve of a robe. UNCINATED STAVE. Very long, thin pole, which has a sharp hook on the end. The weapon can be used to perform a pull/trip maneuver at a +4 to hit. VEKSHWAMI. A whip made of chains w/barbs. This weapon can be used to entangle limbs, or disarm opponents.