Weapon
Damage
ST req.
Cost (SP)
Wt (kg)
Notes
Dagger*
1D6-1
-
SP10
.1
See Combat with Daggers
Rapier
1D6
9
SP40
.5
 
Cutlass
2D6-2
10
SP50
1.5
 
Shortsword
2D6-1
11
SP60
2
 
Broadsword
2D6
12
SP80
2.5
 
Bastard Sword (1 hand)
2D6+1
13
SP100
3.5
 
Bastard Sword (2 hands)†
3D6-2
13
SP100
3.5
 
2-handed Sword†
3D6-1
14
SP120
5
 
Great Sword†
3D6+1
16
SP150
7
 

Weapon
Damage
ST req.
Cost (SP)
Wt (kg)
Notes
Club*
Varies
-
SP10
1.5+
See Clubs
Hatchet*
1D6
9
SP15
1
 
Hammer*
1D6+1
10
SP25
2
 
Mace*
2D6-1
11
SP40
3
 
Small Axe*
1D6+2
11
SP30
2.5
 
Military Pick†
2D6
12
SP60
4
 
Morningstar
2D6+1
13
SP100
6
 
Great Hammer†
2D6+2
14
SP110
8
 
Battle Axe†
3D6
15
SP130
10
 
Weapon
Damage
ST req.
Cost (SP)
Wt (kg)
Notes
Thrown Rock
1D6-4
-
-
.3
 
Sling
1D6-2
-
SP2
.5
(Wt includes rocks)
Small Bow†
1D6-1
9
SP20
2
2 shots/turn, if adjDX = 15+
Horse Bow†
1D6
10
SP30
2
2 shots/turn, if adjDX = 16+
Longbow†
1D6+2
11
SP40
2
2 shots/turn, if adjDX = 18+
Light Crossbow†
2D6
12
SP50
3
Fires every other turn,
or every turn if adjDX = 14+
Heavy Crossbow†
3D6
15
SP80
5
Fires every other turn,
or every turn if adjDX = 16+
Arrows (20)
-
-
SP20
.5
Ammunition for Bow
Crossbow Quarrels (20)
-
-
SP20
.5
Ammunition for Crossbow
Sling Pellets (20)
-
-
SP2
.5
Ammunition for Sling
Cranequin
-
8
SP30
1
Used to cock a crossbow (q.v.).

Weapon
Damage
ST req.
Cost (SP)
Wt (kg)
Notes
Javelin*
1D6-1
9
SP20
1.5
1½ meters;
too short to make a 2-hex jab.
Spear*
1D6
11
SP40
3
2-2½ meters
Spear (2 hands)*†
1D6+1
11
SP40
3
2-2½ meters
(sometimes much longer)
Halberd†
2D6+2
15
SP70
8
2-2½ meters
Pike Axe†
2D6+2
15
SP100
10
2½-3 meters
Trident*
1D6
10
SP30
2
1½ meters
too short for a 2-hex jab.
Naginata†
1D6+2
10
SP65
4
2 meters
Cavalry Lance
3D6-1
13
SP100
9
3½-4½ meters
Useable only by mounted figures
Pike†
2D6+1
12
SP50
6
5 meters Normally only used,
grounded, as a spear vs. cavalry
Weapon
Damage
ST req.
Cost (SP)
Wt (kg)
Notes
Quarterstaff†
1D6+2
11
SP20
1.5
 
Net*
1D6-3
10
SP40
1
 
Cestus
Notes
-
SP20
1
Damage depends on ST
Whip
1D6-1
8
SP30
.5
 
Lasso*
Varies
8
SP10
.5
 
Boomerang*
2D6
11
SP20
1.5
War Boomerang; does not return
Nunchuks
1D6+1
8
SP35
2
 
Spear Thrower
+2
Notes
SP15
1
ST for spear thrown
Blowgun†
See Poison
any
SP15
1
 
20 Darts
See Poison
-
SP10
.1
Ammunition for Blowgun
Torch
Notes
-
SP1
.5
See Fire as a Weapon
Table, Chair, etc.*?†?
-
-
-
GM's
discretion
 
Wizard's Staff
1D6
-
-
-
See under Staff spell.
Weight depends on size; a wand is almost weightless, while a true staff might weigh 1.5 kg or even more.
A Staff of Power does 2D6 damage.
Molotail*
-
any
SP20
1
See Fire as a Weapon
Gas bomb*
-
any
varies
1
See Gas Bombs
Bola*
-
9
SP15
.5
See Bola
Sha-ken*
1D6-2
any
SP3
.05
See Sha-ken
A pouch of 12 weighs .7 kg
Arquebus†
3D6+3
-
SP200
6
See Guns
Blunderbuss†
1D6+2
-
SP200
2
See Guns
Grenade
Notes
-
SP600
1
See Gunpowder Bombs
Petard
Notes
-
SP2500
6
See Gunpowder Bombs
Gunpowder (1 charge)
-
-
SP100
-
See Potions
Type
Hits stopped
DX-
Cost (SP)
Wt (kg)
MA
Notes
Cloth Armour
1
-1
SP50
7
10
See Armour and Shields
Leather Armour
2
-2
SP100
8
8
See Armour and Shields
Chainmail
3
-3
SP200
15
6
See Armour and Shields
Half-plate
4
-5
SP300
20
6
See Armour and Shields
Plate Armour
5
-6
SP500
25
6
See Armour and Shields
Fine Plate
6
-4
SP5,000
25
6
See Armour and Shields
Pack on Back
1
-1/-2
Varies
Varies
Varies
See Armour and Shields
Small Shield
1
0
sp30
5
-
See Armour and Shields
Spiked Shield
1
0
sp40
5
-
See Armour and Shields
If used as 2nd weapon, does 1D6-2 damage.
DX -4
Large Shield
2
-1
sp50
10
-
See Armour and Shields
Tower Shield
3
-2
sp70
15
-
See Armour and Shields
Main-Gauche
1
-2-4
sp20
.3
-
See Main-Gauche

These are weights and costs for HUMAN-sized figures. For other figures, see Armor Weights and Costs.
* - This weapon may be thrown - see Thrown Weapons.
† - This is a two-handed weapon. If the fighter has a shield, it must be slung on his/her back while the weapon is ready.
The DX- for various kinds of Armour and shields are for figures of normal ST. Figures with very great ST (18 or over) can use armour and shields with less difficulty.
All the costs given above are for normal weapons. Finely-made or enchanted weapons will have special properties.
Weapons and armour made of silver, instead of iron, are available. Such equipment is necessary for wizards who wish to fight without an extra DX-. Silver weapons and amior cost 10 times as much as ordinary ones. They weigh the same, do the same damage, and require the same ST to use. lf a weapon has ANY metal parts, they must be of silver for a wizard to use that weapon without injuring his magical abilities.