WeaponsImprovised Weapons come in two varieties. They may either be random objects in the environment used at the utmost end of need, or a weapon which the character in question does not possess the appropriate proficiency to use. If the latter, the weapon retains any special qualities it may have, with any negatives to hit stacking with the flat -20 for an Improvised Weapon, while Damage is halved, rounding up.
Improvised Weapons: Damage 1+SM, CR: 00-02, -20 To Hit
Common Weapons can be used by any character without penalty. Every character starts with their choice of at least one Common Weapon from this list.
Dagger/Knife: Slashing Damage 6, Piercing Damage 5+SM, CR: 00-03, No Parry, Concealable, Light, Precise, 1s6c.
Hand Axe/Hatchet: Slashing Damage 6+SM, CR: 00-03, Light, 1s8c.
Shortsword: Slashing Damage 7+SM, Piercing Damage 5+SM, CR: 00-04, Light, 2s4c.
Cudgel: -5 To Hit, Bludgeoning Damage 2+2xSM, CR: 00-02, Light, 4c.
Mace: -5 to Hit, Bludgeoning Damage 5+SM, CR: 00-04, Armour Piercing, 7s4c.
Stave: -5 To Hit, Bludgeoning Damage 2+2xSM, CR: 00-02, Defensive, Two Handed, 10c.
Spear: Piercing Damage 6+SM, CR: 00-03, Reach, Defensive, Bastard Weapon, Mounted Charge, Brace, 2s.
Shortbow: 30/60 Yard Range, Piercing Damage 4+SM, CR: 00-03, Half Action Reload, 7s6c.
Crossbow: 40/80 Yard Range, Piercing Damage 9, CR: 00-04, Full Action Reload, 16s10c.
Hand Crossbow: 20/40 Yard Range, Piercing Damage 6, CR: 00-03, Full Action Reload, Light, 9s6c
Sling: 15/30 Yard Range, Bludgeoning Damage 2+SM, CR: 00-02, Half Action Reload, 8c.
Buckler: Bludgeoning Damage 1+SM, Light, Free Parry, 2s4c
Light Shield: Bludgeoning Damage 1+SM, Light, Free Parry, -10 To Hit Bearer, 3s6c
Martial Weapons can be used by any character with the Martial Weapons Proficiency without penalty. Many classes start with a single Martial Weapon from this list. If a character does not have the Martial Weapons Training Skill then every weapon on this list counts as an Improvised Weapon.
War Axes: Slashing Damage 9+SM, CR: 00-04, Bastard Weapon, 5s2c.
Arming Swords: Slashing Damage 7+SM, Piercing Damage 6+SM, CR: 00-05, Defensive, 10s6c.
Sabres: Slashing Damage 8+SM, Piercing Damage 5+SM, CR: 00-05, 10s4c.
Warhammers/Warpicks: -5 to Hit, Bludgeoning/Piercing Damage 6+SM, CR: 00-04, Armour Piercing, 8s4c.
Morningstars: -10 To Hit, Bludgeoning/Piercing Damage 9+SM, CR: 00-05, Armour Piercing, Impact, Slow, Heavy, 14s6c.
Longswords: Slashing Damage 8+SM, Piercing Damage 6+SM, CR: 00-05, Defensive, Bastard Weapon, 16s8c.
Greataxes: Slashing Damage 12+SM, CR: 00-04, Impact, Heavy, Two Handed, 16s10c.
Greatswords: Slashing Damage 11+SM, Piercing Damage 6+SM, CR: 00-05, Two Handed, 19s6c.
Great Hammers/Mauls: -5 To Hit, Bludgeoning Damage 6+3xSM, CR: 00-04, Armour Piercing, Impact, Slow, Heavy, Two Handed, 16s6c.
Flails: -20 To Hit, Bludgeoning/Piercing Damage 9+3xSM, CR: 00-05, Armour Piercing, Impact, Slow, Heavy, Two Handed, Imprecise, 12s.
Longspears: Piercing Damage 7+SM, CR: 00-03, Reach, Armour Piercing, Two Handed, Mounted Charge, Brace, 3s9c.
Polearms (Halberds, glaives, guisarmes etc.): Slashing/Piercing/Bludgeoning Damage 9+SM, CR: 00-04, Reach, Armour Piercing, Two Handed, Brace, 10s4c.(Depending on the polearm, this can be altered)
Heavy Shield: Bludgeoning Damage 1+SM, Free Parry, -20 To Hit Bearer, Heavy, 6s6c
Tower Shield: Bludgeoning Damage 1+SM, Free Parry, -30 To Hit Bearer, Slow, Heavy, 10s8c
Specialist Ranged Weapons can be used by any character with the Specialist Ranged Weapons Proficiency without penalty. A few classes may choose a weapon from this list instead of a Martial Weapon from the list above.
Longbow: 60/120 Yard Range, Piercing Damage 7+SM, CR: 00-04, Half Action Reload, 17s2c.
Composite Bow: 40/80 Yard Range, Piercing Damage 8+SM, CR: 00-04, Half Action Reload, 16s6c.
Throwing Knives/Stars/Darts: 10/20 Yard Range, Slashing/Piercing Damage 4+SM, CR: 00-02, Concealable, Light, 1s6c.
Throwing Axes: 15/30 Yard Range, Slashing Damage 6+SM, CR: 00-04, 1s8c.
Javelins/Throwing Spears: 15/30 Yard Range, Piercing Damage 6+SM, CR: 00-04, Slow, 6s.
Heavy Crossbow/Arbalest: 60/120 Yard Range, Piercing Damage 14, CR: 00-05, Full Action Reload, 40s10c.
Harquebus: Misfire Chance: 96-99, 35/70 Yard Range, Piercing Damage 17, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, 120s.
Pistol: Misfire Chance: 97-99, 15/30 Yard Range, Damage 11, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, Concealable, 100s.
Blowpipe: 10/20 Yard Range, Piercing Damage 3, CR: 00-02, Half Action Reload, Light, Concealable, Precise, 4s2c
Rope Darts: 10/20 Yard Range, Piercing Damage 4+SM, CR: 00-02, Concealable, Light, Rope, 1s11c
Piercer: Piercing Damage 5+SM, CR: 00-06, No Parry, Concealable, Light, Precise, 1s11c.
Repeater Crossbow: -5 To Hit, 35/70 Yard Range, Piercing Damage 7, CR: 00-02, Full Action Reload, Magazine (10 shots), 42s10c.
Blunderbuss: Misfire Chance: 95-99, 20 Yard Range, Piercing Damage 12, CR: 00-05, 2 Full Action Reload, Impact, Armour Piercing, Shrapnel, 140s.
Rifle: Misfire Chance: 96-99, 60/120 Yard Range, Piercing Damage 19, CR: 00-06, 2 Full Action Reload, Impact, Armour Piercing, 160s.
Flame Cannon: Misfire Chance: 92-99, 20 Yard Range, Fire Damage 10, 3 Full Action Reload, 'Shrapnel', 180s.
Grenade: Misfire Chance: 96-99, 15/30 Yard Range, Variable Damage and Qualities, Concealable