The Weaponsmith

WEAPONS 1 2 3 4 5 6 7 8 9 10 11 12 cost critic fumb

SPECIAL

Prof.
Fists 1 1 1 1 1 1 2 3 4 5 6 7 - - - unarmed 0
Claws-hooves 1 1 1 2 2 3 4 5 6 7 8 9 - - - unarmed 0
Large claws 1 1 2 2 3 4 5 6 7 8 9 10 - - - unarmed 0
Fangs 2 2 2 2 3 4 5 6 7 8 9 10 - - - unarmed 0
Knucke-dusters 1 1 1 1 1 2 3 4 5 6 7 8 10gc 12 1 counts as unarmed combat (they are never lost or removed) 0
Dagger 1 1 1 1 1 2 3 4 5 6 7 8 10gc 12 1 - 0
Stiletto 1 1 1 1 1 1 2 3 4 5 6 7 20gc 12 1 ignores all enemy armour 1(dggr)
Swordbreaker 1 1 1 1 1 2 3 4 5 6 7 8 30gc 12 1 +1 DS of user, if opponent user is facing fumbles it looses its weapon 2(dggr)
Shorsword 1 1 2 2 2 3 4 5 6 7 8 9 20gc 12 1 +1 WS of user 0
Sword - - 2 2 3 4 5 6 7 8 9 10 25gc 12 1 - 0
Holy blade - - 2 2 3 4 5 6 7 8 9 10 30gc 12 1 counts as magical 0
Rapier - - 1 2 2 3 4 5 6 7 8 9 30gc 11-12 - ignores 1 point of enemy toughness 4(swrd)
Jagged sword - - 2 2 3 4 5 6 7 8 9 10 50gc 12 1-2 causes critical wounds on 11-12, not just 12 5(swrd)
Sabre - - 2 2 3 4 5 6 7 8 9 10 45gc 12 1 +1DD when charging, -1 WS of user 3(swrd)
Axe - - 2 2 3 4 5 6 7 8 9 10 25gc 12 1 -1WS of user, on hitting roll of 10+ cause +1DD 0
Warhammer - - 2 2 3 4 5 6 7 8 9 10 25gc 12 1 -1DS of user, on hitting roll of 10+ ignores 1 point of enemy toughness 0
Morning-star - - 2 2 3 4 5 6 7 8 9 10 30gc 12 1-2 ignores bonuses for shields 3(n.a.)
Flail - - 2 2 3 4 5 6 7 8 9 10 60gc 12 1-2 ignores bonuses for shields, two-handed 3(n.a.)
Staff - 1 1 2 2 3 3 4 5 6 7 8 15gc 12 1 +1 DS of user, two-handed 1(n.a.)
War staff - - 1 1 2 3 4 5 6 7 8 9 25gc 12 1 +2 DS of user, two-handed 2(staff)
Spear - - 1 1 2 3 4 5 6 7 8 9 10gc 12 1 long weapon 0
Halberd - - - 2 3 4 5 6 7 8 9 10 50gc 11-12 1-2 long weapon, two-handed 3(spear)
Pike - - - 2 3 4 5 6 7 8 9 10 60gc 12 1-2 long weapon, may perform attacks across friendly model, two-handed 6(spear)
Great Sword - - - - - 5 6 7 8 9 10 11 60gc 11-12 1-2 two-handed 5(n.a.)
Claymore - - - - - 4 5 6 7 8 9 10 75gc 11-12 1 +1 WS & DS of user, two-handed 6(n.a.)
Battleaxe - - - - - 5 6 7 8 9 10 11 60gc 11-12 1-2 -1WS of user, on hitting roll of 10+ cause +1DD, two-handed 4(n.a.)
Great Hammer - - - - - 5 6 7 8 9 10 11 60gc 11-12 1-2 -1DS of user, on hitting roll of 10+ ignores 1 point of enemy toughness, two-handed 5(n.a.)
Whip - - - 2 3 4 5 6 7 8 9 10 50gc 12 1-2 -1WS of user, if a critical wound is dealt opponent looses its next turn 6(n.a.)
Nunchaks - - 2 2 3 4 5 6 7 8 9 10 75gc 12 1 attacks twice, two-handed 6(n.a.)
Gigantic club - - - - - - 7 8 9 10 11 12 70gc 11-12 1-2 two-handed 0

 

NOTES

Each weapon is characterized by a name, the amount of DD it causes (just look up your Strength value and find the corresponding amount), a purchasing cost, its chance to cause a critic or fumble, its special rules and the Weapon proficiency requirements.This latter attribute is totally new and is described in the New Rules section, but for practicality I repeat the rules here:

Weapon Proficiency:

    This is a new ability heroes possess, and it represents their ability to handle weapons that require a particular fighting technique, or that are just harder to use than your conventional sword or club. Each hero starts with a certain level of Weapon Proficiency, depending on his profession (in order, from lowest to highest: Wizard, Scout, Warrior-mage, Thief, Fighter). Each weapon, close combat or ranged has a certain Proficiency level required to use it correctly. Swords, spears and such have a Proficiency of 0 (anyone can use them), while specialist weapons, such as swordbreakers, sabres, claymores and such require a higher Proficiency level. Sometimes after the Proficiency value of a weapon you will see the name of another weapon in brackets. This means that if the weapon is used by someone not skilled enough it will count entirely as the weapon in brackets (a sabre wielded by someone who doesn't fulfill the requirements counts as a sword, a stiletto as a dagger and so on). If n.a. is written after the requirement the weapon cannot be used at all by someone who doesn't have a high enough Weapon Proficiency. This skill may be trained between adventures at a cost of 200gc, in the same way as other attribute training (it may not be trained at the same time with another characteristic). Note that many heroes have distinctive equipment limitations: these apply ABOVE any limitations due to their Proficiency (a Wizard has enough proficiency to use a sword, but his rules state that he is not allowed to use it anyway).