MELEE WEAPON CHART

Weapon Speed Atk Dam Dfn Str Load Reach
BRAWLING WEAPONS
Fist/Kick +3 0 -2 0 NA 0 0
Knife/Sap +5 +1 +1 0 NA 0 0
Dagger +4 +2 +2 +1 NA 0 1
Club +2 +2 +2 +2 -2 0 2
BLADED WEAPONS
Shortsword +3 +3 +3 +2 -2 0.5 2
Broadsword +2 +4 +6 +3 0 0.5 3
Bastard Sword (1h) +1 +3 +8 +3 +2 0.5 4
Bastard Sword (2h) +2 +4 +10 +4 0 0.5 4
Great Sword (2h) 0 +4 +11 +4 +1 1 5
CRUSHING/CLEAVING WEAPONS
Mace +2 +3 +5 +2 0 0.5 2
Morning Star (1h) +2 +3 +8 +1 +1 0.5 3
Morning Star (2h) +3 +4 +10 +1 -1 0.5 3
War Maul (2h) +1 +5 +10 +2 +2 1.5 4
Flail (1h) +1 +5 +7 +1 -2 0.5 4
Flail (2h) 0 +4 +10 +2 -1 0.5 5
Hand Axe +2 +2 +7 +2 -1 0.5 2
Battle Axe (2h) +2 +2 +11 +2 0 1 4
Pole Axe (2h) 0 +1 +13 +1 +2 1.5 6
LONGSHAFT WEAPONS
Short Spear (1h) +2 +2 +2 +2 -2 0 5
Short Spear (2h) +4 +2 +3 +3 NA 0 5
Long Spear/Lance (2h) +3 +2 +4 +2 -2 0.5 7
Quarterstaff +4 +4 +2 +4 NA 0 4
Polearm (2h) +2 +2 +5 +2 -2 0.5 7
Weapon Speed Atk Dam Dfn Str Load Reach
SHIELD AND WEAPON
Buckler +0 +1 NA +2 +0 0.5 NA
Round Shield -1 +0 NA +3 +1 0.5 NA
Knight Shield -1 +0 NA +4 +2 1 NA
Tower Shield -3 -1 NA +6 +3 2 NA
NB. Add Speed, Attack, Defence and Strength values to appropriate Weapon score
MISSILE WEAPONS
Thrown Rock +3 +1 +0 NA NA 0 15
Throwing Knife +1 -1 +1 NA NA 0 15
Throwing Axe 0 0 +3 NA -2 0.5 15
Javelin 0 0 +4 NA -1 0.5 15
Sling +2 +1 +3 NA NA 0 50
Short Bow +3 +1 +4 NA -2 0.5 100
Long Bow +2 +1 +11 NA +1 0.5 250
Composite Bow +3 +2 +8 NA -1 0.5 200
Light Crossbow -8 +3 +10 NA -2 0.5 200
Heavy Crossbow -15 +4 +13 NA -2 1 300


Speed: How quickly you can get your weapon into position for an attack. Added to First Strike. For missile weapons, Speed is used to calculate your Rate of Fire.
Atk: Weapon Attack Bonus, reflecting how difficult your weapon is to dodge or parry.
Dam: Weapon Damage Bonus.
Dfn: Weapon Defense Bonus, determined by weapon's parrying ability and defensive postures.
Str: Minimum Strength required to train with the weapon.
Load: The approximate weight of the weapon, added to Encumbrance.
Reach: The approximate reach of the weapon beyond the hand of the wielder. Used to determine when opponents can be kept at bay. For missile weapons, Reach is the effective range.