Sword of the North
Melee weapons use the Weapon Skill and your Strength Bonus. Roll under your WS to see if you hit, if you hit roll the damage using the dice listed for your weapon + the first digit of your Strength Bonus. Piercing Weapons can bypass Armor Points for a certain amount, Bludgeoning Weapons can knock the enemy unconscious if you deal half his wounds in damage (or deal full damage to his head), Slashing Weapons can cause Bleeding if you roll to do full damage. Two-Handed Weapons have to be used with both hands, denying the use of a shield. Reach Weapons can attack enemies more than 1 yard away from them.
|Unarmed Strike||1d2 +SB||N/A||N/A||N/A||Bludgeoning|
|Dagger||1d3 +SB||2/Cloth 1/Light||25cp||1 lb||Piercing, Slashing|
|Club||1d4 +SB||N/A||10cp||3 lbs||Bludgeoning|
|Warhammer||1d8 +SB||N/A||5sp||8 lbs||Bludgeoning, Two-Handed|
|Shortspear||1d4 +SB||2/All||15cp||5 lbs||Piercing, Reach (2 Yards)|
|Longspear||1d6 +SB||2/All||2sp||9 lbs||Piercing, Reach (3 Yards), Two-Handed|
|Handaxe||1d4 +SB||1/All||5sp||3 lbs||Slashing|
|Battleaxe||1d6 +SB||2/All||8sp||6 lbs||Slashing|
|Greatclub||1d6 +SB||N/A||2sp||12 lbs||Bludgeoning, Two-Handed|
|Shortsword||1d4 +SB||2/Cloth 1/Light||18cp||3 lbs||Piercing, Slashing|
|Longsword||1d6 +SB||2/Cloth 1/Light||5sp||6 lbs||Piercing, Slashing|
|Shield||1d3 +SB||N/A||As Armor||As Armor||Bludgeoning|
|Spiked Shield||1d4 + SB||1/All||As Armor||As Armor||Bludgeoning, Piercing|
Ranged Weapons use your Ballistics Skill and for certain ones, also your Strength Bonus. Most Ranged Weapons cause piercing damage using basic ammunition (see below), though certain special ammo can be used for things like knocking enemies out, poisoning them, or causing infections. Javelins, Spears, Throwing Axes, and a Sling can all be used as melee weapons that do half-damage due to being specifically crafted for ranged combat. Whips and Nets are technically melee weapons that use the ballistic skill due to their reach and special qualities.
|Bow||1d4||32/Half||2/All, (3/All if Aimed)||15sp||3 lbs|
|Javelin||1d3 +SB||16/Half||2/All||8sp||2 lbs|
|Longbow||1d6||30/Full||3/All, (4/All if Aimed)||30sp||3lbs|
|Shortbow||1d4||16/Half||2/All (3/All if Aimed)||7sp||2 lbs|
|Spear||1d4 +Sb||8/Half||3/All||10sp||3 lbs|
|Throwing Axe||1d4||8/Half||1/All||5sp||1 lb|
|Whip||1d2 +SB/2||2/Full||N/A||10sp||2 lb|
- Whips allow for a Disarming Action at range, while Nets allow for a Disabling Action at range.
|Ammo||Effect||Price per 20||Weight (Singular/Per 20)|
|Stones||Bludgeoning||5cp||.10 lbs / 2 lbs|
|Arrows||Piercing||2sp||.15 lbs / 3 lbs|
|Blunted Arrows||Bludgeoning, Piercing 1/2||5sp||.20 lbs / 4 lbs|
|Jagged/Barbed Arrows||Slashing, Piercing||15sp||.15 lbs / 3 lbs|
- All Ammo is considered Piercing unless otherwise stated. Slashing still causes bleeding and bludgeoning can still knock out an opponent. Bludgeoning arrows pierce 1/2 the amount their base weapon allows.