Weapons Reference¶
All melee and missile weapons from the Basic Roleplaying SRD Combat chapter.
Melee Weapons¶
| Weapon | Skill | Damage | Hands | HP | Description |
|---|---|---|---|---|---|
| Fist/Punch | Brawl | 1D3+db | 1 | — | Basic unarmed strike with a closed fist |
| Kick | Brawl | 1D6+db | — | — | Unarmed strike with the foot or knee |
| Headbutt | Brawl | 1D4+db | — | — | Close-range strike with the forehead |
| Grapple | Grapple | special | 2 | — | Seize and restrain an opponent, immobilizing them |
| Brass Knuckles | Brawl | 1D3+1+db | 1 | 8 | Metal fist guard that enhances punch damage |
| Club (light) | Melee Weapon | 1D6+db | 1 | 12 | Simple bludgeon, stick, or improvised blunt weapon |
| Club (heavy) | Melee Weapon | 1D8+db | 2 | 15 | Large heavy cudgel or war club requiring two hands |
| Dagger/Knife | Melee Weapon | 1D4+2+db | 1 | 15 | Short blade for close combat and utility |
| Hatchet | Melee Weapon | 1D6+1+db | 1 | 12 | Small chopping axe usable in one hand |
| Battle Axe | Melee Weapon | 1D8+2+db | 1 | 15 | Large single-bladed fighting axe |
| Great Axe | Melee Weapon | 2D6+2+db | 2 | 15 | Massive two-handed war axe |
| Mace | Melee Weapon | 1D8+db | 1 | 20 | Heavy flanged or knobbed crushing weapon |
| War Hammer | Melee Weapon | 1D8+1+db | 1 | 20 | Military hammer designed to defeat armor |
| Flail | Melee Weapon | 1D8+db | 1 | 10 | Hinged striking weapon difficult to parry |
| Morningstar | Melee Weapon | 1D8+1+db | 1 | 12 | Spiked ball on a handle for crushing blows |
| Quarterstaff | Melee Weapon | 1D8+db | 2 | 15 | Long wooden staff used for striking and blocking |
| Rapier | Melee Weapon | 1D6+1+db | 1 | 15 | Slender thrusting sword favoring finesse |
| Short Sword | Melee Weapon | 1D6+1+db | 1 | 20 | One-handed blade shorter than a full sword |
| Broadsword | Melee Weapon | 1D8+1+db | 1 | 20 | Standard one-handed double-edged fighting sword |
| Bastard Sword | Melee Weapon | 1D10+1+db | 1-2 | 22 | Versatile hand-and-a-half sword |
| Two-Handed Sword | Melee Weapon | 2D8+db | 2 | 22 | Massive blade requiring both hands to wield |
| Spear (one-handed) | Melee Weapon | 1D6+1+db | 1 | 15 | Thrusting polearm used in one hand with a shield |
| Spear (two-handed) | Melee Weapon | 1D8+1+db | 2 | 15 | Long spear braced with both hands for greater force |
| Lance | Melee Weapon | 1D8+1+db | 1 | 12 | Mounted cavalry weapon delivering charge damage |
| Pike | Melee Weapon | 1D10+2+db | 2 | 12 | Very long thrusting polearm for formation fighting |
| Halberd | Melee Weapon | 1D10+2+db | 2 | 15 | Polearm combining axe blade, hook, and spike |
| Whip | Melee Weapon | 1D4 | 1 | 8 | Flexible striking weapon with long reach |
Missile Weapons¶
| Weapon | Skill | Damage | Range (m) | Rate | Hands | HP | Description |
|---|---|---|---|---|---|---|---|
| Thrown Dagger | Throw | 1D4+1/2db | STR x2 | 1/r | 1 | 15 | Dagger hurled at a target |
| Thrown Hatchet | Throw | 1D6+1/2db | STR x2 | 1/r | 1 | 12 | Small axe thrown overhand |
| Thrown Spear/Javelin | Throw | 1D6+1/2db | STR x3 | 1/r | 1 | 15 | Light spear thrown for distance |
| Thrown Rock | Throw | 1D4+1/2db | STR x3 | 1/r | 1 | — | Improvised missile of stone or debris |
| Sling | Missile Weapon | 1D8 | 80 | 1/r | 1 | 2 | Leather strap launching stones at high velocity |
| Self Bow | Missile Weapon | 1D6+1 | 80 | 1/r | 2 | 6 | Simple wooden bow without recurve |
| Long Bow | Missile Weapon | 1D8+1 | 100 | 1/r | 2 | 8 | Tall bow with greater draw weight and range |
| Composite Bow | Missile Weapon | 1D8+1 | 100 | 1/r | 2 | 10 | Laminated bow of wood, horn, and sinew |
| Light Crossbow | Missile Weapon | 1D6+2 | 60 | 1/2r | 2 | 8 | Small hand-cocked crossbow |
| Heavy Crossbow | Missile Weapon | 2D6+2 | 90 | 1/3r | 2 | 10 | Large mechanically-cocked crossbow with high penetration |
| Blowgun | Missile Weapon | 1D2 | 15 | 1/r | 2 | 4 | Tube weapon shooting darts, often with poison |
Firearms¶
| Weapon | Skill | Damage | Range (m) | Rate | Hands | HP | Description |
|---|---|---|---|---|---|---|---|
| Derringer | Firearm (Pistol) | 1D6 | 5 | 1/3r | 1 | 6 | Small concealable single-shot pistol |
| Revolver (light) | Firearm (Pistol) | 1D8 | 15 | 1/r | 1 | 10 | Standard six-shot handgun |
| Revolver (heavy) | Firearm (Pistol) | 1D10+2 | 20 | 1/r | 1 | 12 | Large caliber revolver with stopping power |
| Semi-Auto Pistol | Firearm (Pistol) | 1D8 | 20 | 2/r | 1 | 8 | Magazine-fed self-loading handgun |
| Rifle (bolt-action) | Firearm (Rifle) | 2D6 | 90 | 1/r | 2 | 12 | Manually cycled long-range rifle |
| Rifle (semi-auto) | Firearm (Rifle) | 2D6 | 90 | 2/r | 2 | 12 | Self-loading military or hunting rifle |
| Assault Rifle | Firearm (Rifle) | 2D6+2 | 100 | 2/r or burst | 2 | 12 | Selective-fire military combat rifle |
| Shotgun | Firearm (Shotgun) | 4D6/2D6/1D6 | 10/20/50 | 1/r | 2 | 12 | Scattergun with damage decreasing by range |
| Submachine Gun | Firearm (SMG) | 1D8 | 30 | 2/r or burst | 2 | 8 | Compact automatic weapon firing pistol cartridges |
| Machine Gun | Heavy Weapon | 2D6+2 | 100 | Burst | 2 | 15 | Belt-fed sustained fire support weapon |
Special Combat Notes¶
Damage Bonus (db)¶
The damage bonus applies to melee weapons and thrown weapons only. For thrown weapons, use half the damage bonus (1/2 db). Firearms and bows do not add damage bonus.
Rate of Fire¶
- 1/r — one attack per combat round
- 2/r — two attacks per combat round
- 1/2r — one attack every two rounds (reload required)
- 1/3r — one attack every three rounds
- Burst — fires multiple rounds; see autofire rules
Weapon HP¶
Weapon hit points indicate durability. A weapon reduced to 0 HP is broken and unusable until repaired.
Special and Critical Hits¶
- Special Success — roll maximum weapon damage plus normal rolled damage plus db
- Critical Hit — maximum possible damage; ignores armor