| Weapon | Base Damage | Crit Damage | Damage Type | Range | Value | Requirements | Weapon Qualities |
|---|---|---|---|---|---|---|---|
| Club | 1d6 | 1d6 | Blunt | 1 melee | — | — | Light |
| Flail | 1d10 | 1d10 | Blunt | 1 melee | ? | Str 1 / Agi 1 | Versatile |
| Mallet | 1d8 | 1d8 | Blunt | 1 melee | ? | Str 1 | Versatile |
| Maul | 2d8 | 1d8 | Blunt | 1 melee | ? | Str 2 | Two-handed |
| Starmace | 1d8 | 1d8 | Blunt | 1 melee | ? | Str 1 | Versatile |
| Quarterstaff | 1d8 | 1d8 | Blunt | 1 melee | ? | — | Versatile |
| Throwhammer | 1d4 | 1d4 | Blunt | 1 melee / 5 thrown |
? | Str 1 | Thrown |
| Warhammer | 1d10 | 1d10 | Blunt | 1 melee | ? | Str 1 | Versatile |
Club
The simplest weapon in history. Except for maybe a rock.
Strength or Agility 2: While wielding this weapon, your Defense is increased by 1.
Strength or Agility 3: This weapon’s base damage increases to 2d6.
Strength or Agility 4: While wielding this weapon, your Defense is increased by an additional 1.
Strength or Agility 5: This weapon’s base damage increases to 3d6..
Flail
A mace with multiple heads attached by chains.
Strength or Agility 2: This weapon deals blunt or sharp damage, whichever is more advantageous.
Strength or Agility 3: When an attack with this weapon is blocked or parried, your base damage is doubled.
Strength or Agility 4: This weapon’s melee range increases to 2.
Strength or Agility 5: This weapon’s base damage is increased to 2d10, or to 4d6 if wielded in two hands.
Mallet
A powerful hammer with a flat, wide end. Capable of beating enemies off balance, stymying their efforts in battle.
Strength 2: Add your Strength to damage with this weapon.
Strength 3: When this weapon inflicts a wound, that unit’s next attack deals half damage to you.
Strength 4: When this weapon inflicts a wound, that unit is knocked back 1 space.
Strength 5: This weapon’s base damage increases to 2d8, or 4d4 if held in two hands.
Maul
A terrifying, massive weapon that smashes through and instills fear in the most resolute of foes.
Strength 2: This weapon’s base damage increases to 2d10, and its critical damage increases to 1d10.
Strength 3: When you spend Stamina on an attack with this weapon, it gains damage equal to the Stamina spent.
Strength 4: When this weapon wounds a target, that unit is feared for 1 round.
Strength 5: When you wound a target with this weapon, your next attack ignores that unit’s Defense.
Starmace
A balanced weapon with vicious spikes that rend through defenses while they pummel.
Strength 2: This weapon deals blunt or sharp damage, whichever is more advantageous.
Strength 3: When this weapon inflicts a wound, the target’s defense is reduced to half against your next attack this turn.
Strength 4: This weapon’s base damage and critical damage increase to 1d10.
Strength 5: This weapon gains the Piercing quality.
Quarterstaff
A quintessential traveler’s weapon for protection and utility.
Strength or Agility 2: You can use the Block reaction with this weapon. It has a Block value of 2, or 3 if wielded in two hands.
Strength or Agility 3: When you spend Stamina on an attack with this weapon, you gain +1 Evasion for 1 round.
Strength or Agility 4: When this weapon inflicts a wound, the target is knocked down.
Strength or Agility 5: This weapon’s base damage increases to 2d8, or 4d4 if held in two hands.
Throwhammer
These thrown clubs are balanced to inflict maximum angular force.
Strength 2: When thrown, this weapon’s base damage increases to 2d4.
Strength 3: When thrown, this weapon’s critical damage increases to 2d4.
Strength 4: When you throw this weapon and wound your target, that unit is stunned for 1 round.
Strength 5: When thrown, this weapon’s base damage increases to 3d4.
Warhammer
Designed for sundering armor, the thin head of this weapon can punch through even the strongest defenses.
Strength 2: This weapon deals blunt or sharp damage, whichever is more advantageous.
Strength 3: When this weapon inflicts a wound, roll Strength. The target’s Defense is reduced by the result against the next attack it receives.
Strength 4: This weapon inflicts 1 additional wound against targets with 0 Defense.
Strength 5: This weapon’s base damage increases to 2d10, or 4d6 if held in two hands.
Weapon-Specific Talents
The following abilities and talents can be acquired for one ability point if you meet the requirements.