Weapons

Weapon Groups: (Primary Ability/ Secondary Ability)

  • Primary Ability adds bonus to hit.
  • Secondary Ability adds bonus to damage.
Axes Group (Fighting/Strength)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Hatchet 1d6 -1 15 sp
Wood Axe 1d6+1 0 30 sp
Throwing Axe 1d6+2 1 65 sp 4 yards 8 yards Minor Action
War Axe 1d6+2 1 50 sp
Broad Axe 1d6+3 1 75 sp
Battle Axe† 2d6 1 150 sp
Two-handed Axe† 3d6 3 50 sp
Pole Axe† 3d6 3 50 sp
† = two handed weapon
Bludgeons Group (Fighting/Strength)
Weapon Damage Min. STR Cost
Quarterstaff† 1d6+1 N/A 5 sp
Iron-shod Staff† 2d6 1 25 sp
Mace 1d6+2 1 60 sp
Morningstar 1d6+3 1 100 sp
Morningstar Flail 1d6+3 2 135 sp
Infantry Flail† 2d6+2 2 135 sp
Warhammer 2d6+1 2 135 sp
Great Hammer† 2d6+3 3 150 sp
Maul or Sledge*† 2d6-1 2 35 sp
Heavy Maul*† 2d6+1 3 50 sp
Light Club* 1d6 N/A nil
Heavy Club* 1d6+1 1 nil
* = improvised weapon
† = two handed weapon
Bows Group† (Accuracy/Perception)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Short Bow 1d6+1 -1 25 sp 16 yards 32 yards Minor Action
Self Bow 1d6+3 0 50 sp 26 yards 52 yards Minor Action
Longbow 2d6+1 1 100 sp 50 yards 100 yards Minor Action
Composite Short Bow (STR 1) 2d6+1 1 150 sp 50 yards 100 yards Minor Action
Composite Short Bow (STR 2) 2d6+2 2 200 sp 50 yards 100 yards Minor Action
Composite Short Bow (STR 3) 2d6+3 3 250 sp 50 yards 100 yards Minor Action
Composite Longbow (STR 2) 3d6+1 2 200 sp 50 yards 100 yards Minor Action
Composite Longbow (STR 3) 3d6+2 3 250 sp 50 yards 100 yards Minor Action
Composite Longbow (STR 4) 3d6+3 4 300 sp 50 yards 100 yards Minor Action
† = two handed weapons
Brawling Group (Dexterity/Strength)
Weapon Damage Min. STR Cost
Fist 1d3 N/A nil
Leather Gauntlet 1d3+1 N/A 15 sp
Mail Gauntlet 1d6+1 1 50 sp
Improvised Weapon* 1d6-1 N/A nil
Light Club* 1d6 N/A nil
Heavy Club* 1d6+1 1 nil
* = improvised weapon
Crossbows Group† (Accuracy/Perception)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Light Crossbow 1d6+3 1 125 sp 30 yards 60 yards Major Action
Heavy Crossbow 2d6+3 2 250 sp 50 yards 100 yards 1 Turn
Arbalest Crossbow 3d6+3 3 300 sp 50 yards 100 yards 2 Turns
† = two handed weapons
Heavy Blades Group (Fighting/Strength)
Weapon Damage Min. STR Cost
Longsword 1d6+3 0 100 sp
Broadsword 2d6 1 100 sp
Bastard Sword 2d6+1 2 200 sp
Greatsword† 3d6 3 225 sp
† = two handed weapon
Lances Group (Fighting/Mount Strength)
Weapon Damage Min. STR Cost
Jousting Lance 1d6+1 0 25 sp
Light Lance 1d6+3 1 40 sp
Heavy Lance 2d6+1 3 50 sp
Light Blades Group (Accuracy/Strength)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Knife 1d6 N/A 10 sp
Dagger 1d6+1 N/A 15 sp
Short Sword 1d6+2 -1 75 sp
Throwing Knife 1d6 N/A 25 sp 6 yards 12 yards Minor Action
Polearms Group† (Fighting/Strength)
Weapon Damage Min. STR Cost
Glaive 2d6+1 1 70 sp
Halberd 2d6+3 3 150 sp
Military Fork 2d6 2 35 sp
Pitchfork* 1d6+2 1 25 sp
Trident 2d6+1 2 45 sp
Pole Axe 3d6 3 50 sp
* = improvised weapon
† = two handed weapons
Slings Group† (Accuracy/Strength)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Sling 1d6+1 -1 5 sp 20 yards 40 yards Minor Action
Staff Sling 1d6+2 0 25 sp 40 yards 80 yards Minor Action
† = two handed weapons
Spears Group (Fighting/Strength)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Short Spear 1d6+3 0 30 sp 6 yards 12 yards Minor Action
Long Spear† 2d6 1 40 sp
Boar Spear† 2d6 1 50 sp
Short Pike† 2d6+1 2 40 sp
Long Pike† 2d6+2 2 50 sp
† = two handed weapons
Staves Group (Accuracy/Strength)
Weapon Damage Min. STR Cost
Quarterstaff† 1d6+1 N/A 5 sp
Iron-shod Staff† 2d6 1 25 sp
Light Club* 1d6 N/A nil
Heavy Club* 1d6+1 1 nil
* = improvised weapon
† = two handed weapon
Thrown Weapons Group (Accuracy/Strength)
Weapon Damage Min. STR Cost Short Range Long Range Reload
Hurlbat 1d6+1 1 20 sp 6 yards 12 yards Minor Action
Javelin 1d6+3 0 35 sp 8 yards 16 yards Minor Action
Throwing Axe 1d6+2 1 65 sp 4 yards 8 yards Minor Action
Throwing Knife 1d6 N/A 25 sp 6 yards 12 yards Minor Action

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Weapons

Annals of Aldamere thelesuit