Some weapons have been modified from the standard AD&D rule set to better reflect actual weapon stats from medieval times. This list also includes custom weaponry from different regions and cultures strewn across the realm. We have done our best to fit them into our game mechanics properly as to not unbalance game play.
"Forget weapon speed factors. I must have been under the influence of a hex when I included them in the bloody rules."
After many months of debating this and using factual and historical references, coupled with actual testing and credible people's opinions, not to mention the man himself (above) stating that speed factors were crap. This rule has been removed from Arkuth completely and thus the tables below do not show weapon speeds any longer.
Your character can become proficient with all weapons listed by their chosen class as permitted by Arkuth's class descriptions. Note that proficiency with a normal weapon is subsumed in using a magical weapon of the same type. If the character does not hold
proficiency with a given weapon it is used at a -2 to hit penalty for all warrior classes, -3 for rogue and priest classes and -4 for all other classes.
Tiny Melee Weapons |
Cost |
Speed Factor |
Dmg (S/M) |
Dmg (L) |
Length |
Weight |
Notes |
Type |
Gauntlet |
2 |
1 |
1d3 |
1d2 |
0 |
1 lbs |
|
B |
Gauntlet, spiked |
5 |
1 |
1d3 |
1d2 |
0 |
1 lbs |
|
P |
Dagger |
2 |
2 |
1d4 |
1d3 |
1' |
1 lbs |
includes main gauches and dirks |
P or S |
Knife |
5 cp |
2 |
1d3 |
1d2 |
1' |
.5 lbs |
|
P or S |
Unarmed strike |
--- |
0 |
1d2(sd) |
1(sd) |
0 |
--- |
includes grappling damage |
B |
Sml. Melee Weapons |
Cost |
S.F. |
Dmg (S/M) |
Dmg (L) |
Length |
Weight |
Notes |
Type |
Axe, hand |
2 |
4 |
1d6 |
1d4 |
1' |
3 lbs |
|
S |
Axe, throwing |
8 |
3 |
1d6 |
1d4 |
1' |
2 lbs |
|
S |
Flail, horsemans |
5 |
6 |
1d4+1 |
1d4+1 |
2' |
5 lbs |
includes nunchaku |
B |
*Kukri |
8 |
3 |
1d4 |
1d4 |
1' |
2 lbs |
indian weapon |
S |
*Kama |
2 |
4 |
1d6 |
1d4 |
1' |
2 lbs |
oriental weapon |
S |
Garrote |
5sp |
2 |
1d3(sd) |
1d2(sd) |
2' |
.5 lbs |
must be used two-handed |
P |
Gladius |
10 |
3 |
1d6 |
1d8 |
2' |
2 lbs |
generally a gladiator weapon |
P |
Hammer, throwing |
1 |
4 |
1d4+1 |
1d4 |
1.5' |
2 lbs |
most hammers can be thrown fairly accurately |
B |
Mace, horsemans |
4 |
6 |
1d6 |
1d4 |
2' |
4 lbs |
includes light maces |
B |
*Nunchaku |
2 |
3 |
1d6 |
1d6 |
2' |
2 lbs |
oriental weapon |
B |
Pick, horsemans |
5 |
5 |
1d4+1 |
1d4 |
2' |
3 lbs |
also known as light pick |
P |
*Sai |
1 |
2 |
1d4 |
1d2 |
1' |
1 lbs |
oriental weapon |
B |
Sap |
1 |
3 |
1d6(sd) |
1d4(sd) |
1' |
2 lbs |
|
B |
*Siangham |
3 |
2 |
1d6 |
1d4 |
1' |
1 lbs |
|
P |
Shield, buckler |
1 |
3 |
1 |
1 |
1' |
1.5 lbs |
includes any 1' diameter hand held shields |
B |
Shield, small steel |
10 |
5 |
1d2 |
1d2 |
1' |
5 lbs |
includes light metal shields |
B |
Shield, small wooden |
4 |
5 |
1d2 |
1d2 |
1' |
4 lbs |
includes spiked bucklers |
B |
Sword, short |
10 |
3 |
1d6 |
1d8 |
2' |
2 lbs |
includes other small swords, wakisashis, etc |
P |
Sickle |
6 |
3 |
1d4+1 |
1d4 |
1' |
2 lbs |
|
S |
*Sword, wakizashi |
50 |
3 |
1d8 |
1d8 |
2' |
1.5 lbs |
*** weapon length/cat. changed *** |
P or S |
Whip(dc) |
1 |
5 |
1d4(sd) |
1d2(sd) |
10' |
2 lbs |
also known as scourges |
S |
Med. Melee Weapons |
Cost |
S.F. |
Dmg (S/M) |
Dmg (L) |
Length |
Weight |
Notes |
Type |
Axe, battle |
8 |
7 |
1d8 |
1d10 |
4' |
6 lbs |
|
S |
Axe, stone |
5sp |
6 |
1d6 |
1d4 |
3' |
6 lbs |
|
B or S |
Club |
--- |
4 |
1d6 |
1d3 |
3' |
3 lbs |
can be made out of almost any tree section |
B |
Flail, footmans |
10 |
7 |
1d6+1 |
1d4+1 |
4' |
8 lbs |
|
B |
Mace, axe |
12 |
8 |
2d4 |
|
4' |
8 lbs |
|
B or S |
Mace, footmans |
8 |
7 |
1d6+1 |
1d6 |
2.5' |
4 lbs |
includes heavy maces |
B |
Morningstar |
8 |
7 |
2d4 |
1d6+1 |
4' |
6 lbs |
|
B or P |
Pick, footmans |
8 |
7 |
1d6+1 |
2d4 |
4' |
6 lbs |
also known as heavy pick |
P |
Shield, medium steel |
15 |
10 |
1d4 |
1d4 |
3' |
10 lbs |
|
B |
Shield, medium wooden |
6 |
7 |
1d3 |
1d3 |
3' |
8 lbs |
|
B |
Spear |
1 |
6 |
1d6(#) |
1d8(#) |
5' |
3 lbs |
|
P |
Sword, bastard |
25 |
6 |
1d8 |
1d12 |
4.5' |
4.5 lbs |
deals 2d4/2d8 damage when used two-handed |
S |
Sword, broad |
15 |
5 |
2d4 |
1d6+1 |
3.5' |
3.5 lbs |
|
S |
Sword, falchion |
17 |
5 |
1d6+1 |
1d4 |
5' |
5 lbs |
|
S |
*Sword, katana |
100 |
4 |
1d10 |
1d12 |
5' |
4 lbs |
deals 2d6/2d6 damage when used two-handed |
S |
Sword, long |
15 |
5 |
1d8 |
1d12 |
3.5' |
3 lbs |
|
S |
Sword, rapier |
20 |
6 |
1d6 |
1d8 |
3.5' |
2.5 lbs |
|
P |
Sword, scimitar |
15 |
4 |
1d8 |
1d8 |
3' |
3 lbs |
includes cutlasses, falchions, sabers, tulwars, etc. |
S |
Trident |
15 |
6 |
1d6+1 |
2d4 |
6' |
4 lbs |
deals 1d8+1/2d4 damage when used two-handed |
P |
*Waraxe, dwarven |
30 |
8 |
1d10 |
1d12 |
4' |
8 lbs |
*** weapon damages applied *** |
S |
Warclub |
2 |
7 |
1d6+1 |
1d4+1 |
4' |
6 lbs |
as known as a large club |
B |
Warhammer |
10 |
4 |
1d6+1 |
1d4 |
5' |
4 lbs |
*** weapon s/m dmg changed *** |
B |
Lrg. Melee Weapons |
Cost |
S.F. |
Dmg (S/M) |
Dmg (L) |
Length |
Weight |
Notes |
Type |
Axe, two-handed battle |
15 |
8 |
1d10 |
2d8 |
7' |
10 lbs |
also known as a great axe, includes all bardiches |
S |
Axe, orc double |
60 |
10 |
1d8/1d8 |
1d8/1d8 |
6' |
14 lbs |
|
S |
*Chain, spiked |
25 |
|
2d4 |
1d6 |
8' |
7 lbs |
|
P |
Club, great |
--- |
8 |
1d8 |
1d6 |
5' |
8 lbs |
also known as a giant club |
B |
Flail, dire |
90 |
7 |
1d8/1d8 |
1d8/1d8 |
5' |
9 lbs |
|
B |
Flail, great |
12 |
7 |
1d10 |
1d8 |
5' |
10 lbs |
also known as the heavy flail |
B |
Glaive% |
8 |
8 |
1d6 |
1d10 |
8' (10r) |
9 lbs |
includes all variations |
S |
Guisarme%(dc)(tc) |
10 |
8 |
2d4 |
1d8 |
6' (10r) |
11 lbs |
includes bill hooks, lochaber axes and voulges |
S |
Halberd(tc) |
10 |
9 |
1d10(#) |
2d6(#) |
5' (10r) |
11 lbs |
includes most poleaxes |
P or S |
*Hammer, gnome hooked(d) |
20 |
4 |
1d8/1d6 |
1d8/1d6 |
4' |
6 lbs |
very rare |
B/P |
Hammer, Lucern |
8 |
9 |
2d4(#) |
1d6(#) |
5' (10r) |
8 lbs |
includes bec de corbins and crowbills |
B |
Harpoon |
20 |
7 |
2d4 |
2d6 |
7' |
6 lbs |
includes modifed shorter versions |
P |
Lance, light @ |
6 |
6 |
1d6(#) |
1d8(#) |
10' (10r) |
6 lbs |
may be used one-handed when mounted |
P |
Lance, medium @ |
10 |
7 |
1d6+1(#) |
2d6(#) |
|
10 lbs |
may be used one-handed when mounted |
|
Lance, heavy @ |
15 |
8 |
1d8+1(#) |
3d6(#) |
14' (10r) |
12 lbs |
may be used one-handed when mounted |
P |
Lance, jousting @ |
20 |
10 |
1d3-1(#) |
1d2-1(#) |
|
20 lbs |
may be used one-handed when mounted |
|
Longspear |
5 |
8 |
2d6(#) |
3d6(#) |
8' (10r) |
9 lbs |
includes awl pikes, partisans and ash spears |
P |
Mancatcher** |
30 |
7 |
--- |
--- |
8' |
8 lbs |
primarily used to dismount opponents |
- |
Maul |
4 |
8 |
2d4 |
1d10 |
5' |
10 lbs |
head can vary in size from region to region |
B |
*Maul, great |
15 |
12 |
2d6 |
2d6+1 |
6' |
20 lbs |
*** weapon damages applied *** |
B |
Military Fork(tc)(dc)% |
8 |
7 |
1d8(#) |
2d4(#) |
8' (10r) |
8 lbs |
|
P |
*Naginata |
8 |
7 |
1d8(#) |
1d10(#) |
7' |
10 lbs |
oriental weapon |
S |
Quarterstaff |
--- |
4 |
1d6 |
1d6 |
5' |
4 lbs |
also known as bo-staff or staff |
B |
Ranseur(tc)(dc) |
8 |
8 |
2d4 |
2d4 |
8' (10r) |
12 lbs |
includes spetums |
P |
Scythe(tc) |
12 |
10 |
2d4 |
1d6 |
7' |
10 lbs |
includes fauchards |
P or S |
Sword, axe |
20 |
10 |
1d8+1 |
1d12+1 |
6' |
7 lbs |
|
S |
*Sword, great scimitar |
60 |
9 |
2d6 |
4d4 |
6' |
6 lbs |
|
S |
Sword, two-handed |
30 |
10 |
1d10 |
3d6 |
6' |
5.5 lbs |
aka great sword, includes claymores, khopesh, no dachi |
S |
*Sword, tulwar |
17 |
8 |
1d6+1 |
2d4 |
5' |
4 lbs |
indian sword |
S |
*Sword, two-bladed(d) |
100 |
|
1d8/1d8 |
1d8/1d8 |
6' |
8 lbs |
|
S |
*Three-piece-rod |
2 |
7 |
1d6 |
1d4 |
5' |
3 lbs |
oriental weapon |
B |
*Urgrosh, dwarven(d) |
50 |
|
1d8/1d6 |
1d8/1d6 |
4' |
10 lbs |
specialty dwarf weapon |
S or P |
This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price or more. A finely crafted weapon can range from 5x to 20x the regular cost of the weapon.
The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled "Dmg (S)" is for Small weapons. The column labeled "Dmg (M)" is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. For example a weapon damage column that display a 1d8/1d8, indicates a d8 damage for the first attack as well as the secondary attack. Always use the second damage figure given for the double weapon’s bonus attack.
Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
This column gives the weight of a medium sized version of the weapon. Half this weight for small versions of this weapon and double the weight for large versions of the weapon.
Weapons are classified according to the type of damage they deal: bludgeoning (B), piercing (P), or slashing (S). Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Some weapons have special features. See the weapon descriptions for details.
Weapon Sizes
All weapons are classed according to a size category T, S, M or L. Tiny weapons (T) include unarmed strikes, gauntlets and other weapons shorter than 1 foot in length (such as knives and daggers). Small (S) weapons are approximately two feet or less in size; Medium (M) weapons are two to five feet long; Large (L) weapons are generally six feet or greater in length. Polearms are usually 8 to 15 feet in length and allow characters to attack at foes from a distance. Of course once these foes advance to close quarters the polearm may no longer be used and a more suitable weapon needs to be employed. A character can always wield a weapon of a size equal to his own or less. Normally this requires only one hand, except for some missile weapons (bows and crossbows in particular). A character can also use a weapon one size greater than himself although it must be gripped with two hands. Beyond this size limit, the weapon is not usable without special means (most often magical).
Blowgun: Blowguns can fire two types of ammunition: a barbed dart suitable for hunting small fowl, and a needle for carrying poison. Most blowguns are six or seven feet in length, although assassins might carry a miniature weapon two feet long that can only fire needles. Blowgun ammunition is very light and cannot penetrate heavy armor. If a target is protected by heavy armor, the attacker suffers an additional –4 to his attack roll. Blowgun darts deal 1 point of damage on a hit, while needles deal no damage (unless poisoned).
Bows: Bows are grouped into short and longbows, with composite bows and stick bows of either type existing. Stick bows such as the English longbow are made from a single stave of wood while composite bows are made from several layers of wood and/or bone that grant the bow great strength and elasticity. All bows but longbows may be fired from the saddle, with horse nomads favoring recurved composite bows due to their greater range. All bows are limited by the strength of their wielder, with strength penalties applied to all bow damage. Only composite bows may be made to accommodate exceptionally strong bowmen. The materials and workmanship required to make such bows increases their cost by 25 gold pieces per point of strength bonus to damage permitted. As such, a composite shortbow made for a bowman with a 17 strength would cost 125 gold pieces (75 gold pieces for the bow + 50 gold for the 2 extra points of damage that the bow could deal).
Crossbow: Strength bonuses or penalties do not apply to crossbows, since these are purely mechanical devices. The hand crossbow is easily held in one hand and cocked with the other. The light crossbow, also called a latch, must be braced against an object to be cocked with a lever mounted on the stock. The heavy crossbow has a powerful pull and must be cocked with a cranequin (a simple winch or lever) that comes with the weapon. One foot is placed in a stirrup at the end of the crossbow while the cranequin is worked. Only fighters with weapon specialization may fire light crossbows more than once per round or heavy crossbows more than once every other round. Crossbows may be used in conjunction with small shields and may be fired from a prone position.
Garrote: Garrotes are ineffective melee weapons, requiring their wielder to surprise their opponent, striking from behind, and wrap the length of the garrote around their victim’s neck. Garrotes require two-hands to use and are ineffective against targets with neck armor (medium and heavy armors typically incorporate neck guards). Likewise, it is usually impossible to use a garrote against a target that is considerably (50%) taller or shorter than you. When used properly against a suitably vulnerable target, garrotes deal 1d4 points of subdual damage each round and render the target speechless. The target may attempt to break free of the garrote by foregoing their attack and winning an opposed strength check against their attacker. The attacker gets a +4 bonus to this check. If the garroted opponent wishes to strike his assailant, he may make unarmed attacks or attacks with a “light” weapon with a –4 penalty to hit as he flails blindly at his assailant. Wire garrotes cost twice as much as typical cord garrotes and deal 1 points of lethal damage each round in addition to the 1d3 points of subdual damage dealt by the garrote. Strength bonuses and penalties always apply to the damage dealt by garrote attacks.
Glaive: One of the most basic polearms, the glaive is a single-edged blade mounted on an eight- to ten-foot-long shaft. While not the most efficient weapon, it is relatively easy to make and use. Normally the blade turns outward to increase the cutting area until it almost resembles a cleaver or axe.
Great Axe: Great axes are heavy, one-or two-bladed battle axes that require the use of two hands in combat. These heavy, cleaving blades evolved into one of the simplest of polearms, the bardiche, which is little more than an elongated battle axe. Bardiches are treated as great axes in all instances, despite their longer hafts.
Guisarme: Thought to have derived from a pruning hook, this is an elaborately curved heavy cleaving blade set atop a 7-8 foot pole. While convenient and handy, it is not very effective. Voulges and bill hooks are similar polearms, designed to pull riders from their saddles as well as cleave through enemy armor. They are popular weapons, easy to make and simple to learn.
Halberd: After the awl pike and the bill, this was one of the most popular weapons of the Middle Ages. Fixed on a shaft five to eight feet long is a large axe blade, angled for maximum impact. The end of the blade tapers to a long spear point or awl pike. On the back is a hook for attacking armor or dismounting riders. Originally intended to defeat cavalry, it is not tremendously successful in that role since it lacks the reach of the pike and needs considerable room to swing. It found new life against blocks of pikemen. Should the advance of the main attack stall, halberdiers issue out of the formation and attack the flanks of the enemy. The pikemen with their overlong weapons are nearly defenseless in such close combat.
Lance: The different lances are rated according to size and sturdiness. Each type can be used only if the rider is on the same type of horse or a greater one. A man on a light warhorse could not effectively use a heavy horse lance, while all lances require that the rider be firmly in a saddle and using stirrups. A jousting lance is a heavy horse lance modified for use in tournaments, in which the desire is not to kill the opponent. The end of the lance is fitted with a special blunted tip intended to lessen the chance of wounds. Of course, good intentions often go awry, so there is still a chance of injury during a joust. In game terms, a jousting lance always does subdual damage on a successful hit (just as if the user were striking to subdue – see Pummel or Strike to Subdual on page ?? for more details).
Longspear: Essentially this is a spear of 12 to 20 feet in length. This weapon is quite similar to both the awl pike and partisan in its design and use. The awl pike, in particular, was a popular weapon during the Renaissance. Since the pike stuck out in front, men could be packed side-by-side in dense formations, and several rows of men could fight. Large blocks of pikemen made formidable troops. However, once the pikemen engaged in close combat, they normally dropped their clumsy awl pikes and fought hand-to-hand with short swords. The partisan is slightly shorter, with an 8’ shaft on average and broader spear-head.
Lucern Hammer: Fitted with a shaft up to ten feet long, it is usually found in the hands of the common soldier. It, and the similarly designed bec de corbin, were mainly used to punch through armor. The end is fitted with the long point of an awl pike to hold off enemy cavalry.
Military Fork: This is one of the simplest modifications of a peasant's tool since it is little more than a pitchfork fixed to a longer shaft. With tines strengthened and straightened, the military fork serves well. The need for cutting and cleaving often results in combining the fork with other weapons.
Net: A net is used to entangle enemies. When you throw a net, you make a ranged attack against your target that ignores their armor or shield bonuses to armor class. If you hit, the target must make a strength check at -5 or be effectively grappled by the net. If you control the trailing rope by succeeding on an opposed strength check while holding it, the netted creature can move only within the limits that the rope allows (moving only 5’ per round). If the netted creature attempts to cast a spell, it must make a concentration check with a -5 penalty or lose the spell. A netted creature can escape by succeeding at a strength or dexterity check with a -10 penalty or by using a light, edged weapon to cut through the net. The net takes 20 hit points of damage to cut through.
Polearms: A popular group of weapons during the ancient and medieval periods were the polearms. Their length was a distinct advantage and, for peasants, they were relatively easy to make. Thus, there came to be an abundance of polearms of different sizes and shapes. Due to their numbers, there is no standard system for naming polearms. The names used in this game might possibly be applied to other weapons elsewhere. Because of their length, all polearms are infantry weapons and require two hands to use. They are almost always the weapon of the common peasant and soldier, who, lacking a horse and heavy armor, needs some weapon to keep the enemy's knights at bay. Thus, most polearms are intended to be used in close-packed formations that present a forest of sharp points and wicked blades to any knight foolish enough to charge.
The following weapons are polearms: spears (all), glaives, guisarmes, halberds, hammers (lucern), lances, military forks, ranseurs, scythes and all weapons based upon or similar in design to these weapons.
Ranseur: Very much like the partisan and spetum, the ranseur differs in that the main blade is thinner and the projecting blades extended more like tines of a fork. These can trap a weapon and sometimes punch through armor. Partisans with side tines may be treated as ranseurs.
Scythe: Scythes and fauchards are long, inward curving blades mounted on a shaft six to eight feet long. It can slash or thrust, although the inward curving point makes thrusting rather ineffective. Its advantage is that a peasant can easily convert his common scythe into a weapon of war.
Sword, Bastard: This sword is similar to a long sword in size and weight, but has a longer hilt. It can be used one or two-handed.
Whip: The whip is a dangerous weapon only in the hands of a highly skilled and well-trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. As such, a whip wielder suffers a -4 penalty to attack rolls made against opponents in medium or heavy armor. The whip also has another use. It can entangle an opponent’s limb(s) or weapon in order to make trip or disarm attacks.
Whip (Scourge): This wicked weapon is a short whip with several thongs or tails. Each thong is studded with metal barbs, resulting in a terrible lash. It is sometimes used as an instrument of execution.