Melee
Weapons Thanks to the existence of
kinetic shields and the high cost of energy
weapons, melee weapons remain Lur-Asko’s most iconic combat
instruments.
Each realm boasts a variety of signature weapons, and even more
interesting ones can be obtained from Alacrian ruins or city forges.
All melee weapons are organized by type,
and all
types are organized by culture of origin later in this chapter. Within
the confines of each weapon type, individual weapons may vary by size,
material, and quality. Wealthy adventurers frequently custom-order
their own melee weapons, but these generally fall within (and follow
the rules for) one closely-related weapon type.Strength
Rating (SR) All weapons have a strength
rating,
which is an
abstract value related to the weight of the "business end" of the
weapon. Strength
ratings
determine the STR stat requirements to wield the weapon with one and
two hands. Characters who do not meet these
requirements
may hold
the weapons, but cannot use them to attack.
Abilities which add extra effective STR for the purpose of calculating
damage and drive (or other effects) do not contribute to meeting weapon
STR requirements; only true bonuses to the STR stat can do this.
| SR |
Stat
Requirements |
| Two-Handed |
One-Handed |
| 1 |
none |
none |
| 2 |
none |
3 STR |
| 3 |
3 STR |
6 STR |
| 4 |
5 STR |
9 STR |
| 5 |
7 STR |
12 STR |
| 6 |
9 STR |
15 STR |
| 7 |
11 STR |
18 STR |
| 8 |
13 STR |
21 STR |
| 9 |
15 STR |
24 STR |
| 10 |
17 STR |
27 STR |
| 11 |
19 STR |
30 STR |
| 12 |
21 STR |
33 STR |
| etc. |
(2*SR)-3 STR |
(3*SR)-3 STR |
Dual-Wielding If
a character
wishes to competently wield two melee weapons at once, they must
meet both weapons’ One-Handed
requirements, and they must also have at least 8 DEX. If
they
meet the STR requirement but not the DEX, they can only incompetently
wield the weapons; if this is the case and they are also normally
incompetent in at least one of the weapons, they cannot dual-wield at
all.
Tags Many
melee weapons have tags,
which describe various attributes of the weapon type and are often
referenced by other rules:
One-Handed
This weapon is meant to be used with one
hand. Wielding it two-handed provides no benefits other than a lower
STR requirement, and reduces its Offense and Defense ratings to 50%.
Two-Handed
This weapon is meant to be used with two
hands. Such
a weapon can be wielded one-handed if you have sufficient STR, but
doing so reduces its
Offense and Defense ratings to 50%. It cannot be dual-wielded with any
other weapon.
Precise
This weapon can have its drive increased
by 20 instead of 10 by critical hits. It also receives
increased benefits from being made of a better material.
Throwing
This weapon can be thrown for a
competent ranged
attack, rather than an incompetent one, provided you are
competent in thrown weapons.
Hooked
This weapon can be used in
the Trip/Dismount/Throw special melee attack.
Reach
This weapon cannot be used during a
grapple, but is useful for certain Abilities, or atop larger mounts. It
cannot make competent attacks in zones with confining traits. It
cannot be dual-wielded with another weapon that lacks this tag.
Blunt
This weapon cannot deliver poison, sever
limbs, nor
inflict the bleeding status.
Overprecise
This weapon cannot sever limbs, and is
less useful
for certain Abilities.
Competency
Categories Weapons
can
have competency categories of Sword, Hafted, Staff, Polearm, Flexible,
or even Unarmed. In order to wield the weapon competently, you must
have a
corresponding competency from Melee Competency (Close Combat). If
a weapon lists more than one category, you must have all listed
competencies.
Minimum/Common
Weapons Each
weapon type lists a "minimum" example of the type, with a certain SR
and material. No weapon of that type can be produced in a lower SR,
nor made of a lesser material.
If a certain SR and/or material is more
common in
the given realm than the minimum example, that weapon will also be
listed as an example.
Material The
available materials for melee weapons (in order of expense and quality)
are wood/improvised,
steel, coral, quartz, and adamant. Most
weapon types have
steel as a minimum material; those that don't will list the effects of
upgrading to steel. Beyond steel, using a better material for a weapon
has the following effects on every type, depending on whether or not it
has the Precise tag:
| Material
effects on weapon type (compared to steel) |
| Material |
Damage
(Precise) |
Damage
(not Precise) |
Drive
(Precise) |
Drive
(not Precise) |
Price
increase |
| Coral |
+20% |
+10% |
+4 |
same
|
x3 |
| Quartz |
+20% |
+20% |
+8 |
+4 |
x6 |
| Adamant |
+30% |
+20% |
+12 |
+8 |
x12 |
This math occurs after obtaining the
weapon's damage
from its example and SR increases, but before
STR is added to damage. In
other words, material only needs to be
considered when generating a weapon's base stats;
STR is
the only
consideration here that might change damage in the field.
Steel and adamant are metallic,
which impacts certain other rules and devices. A particular
variant called Standux
adamant
(named
after the Alacrian city of Standux where it originated) is functionally
identical to adamant as far as weapon performance. However, it folds
and morphs into a compact and easily-carried form when
inactive. This folding/unfolding function is powered by a miniature
insendite crystal; you do not need to track charge used. Standux
weapons are double the normal cost of adamant weapons (24 times the
price of
the steel weapon). Their weight is not changed, but their carry slots
are reduced to 1/3 (or at least 1) when folded. Folding/unfolding is a
free action, with each weapon considered separately for the "same type"
free action rule. Weapons cannot be used when folded.Quality Not
listed in the weapon types are possibilities for creating a weapon of
particularly different quality. There are three levels of weapon
quality:
Standard
All listed
weapon examples are of
standard quality, and this describes the vast majority of all melee
weapons in Lur-Asko.
High
High quality weapons are usually
custom-ordered at
city forges. At the choice of the buyer, a high quality weapon can
either have its drive increased by 2, or its Offense
increased by 1. In either case, the price of such a weapon (after
considering material) is
multiplied by 3. Standard-quality weapons can usually be upgraded to
high quality by paying the difference in price.
Prestige
This label is applied to Lur-Asko's very
best -
typically only the custom orders of the wealthy, or rare
artifacts of the Alacris. Prestige weapons have both the possible
effects of high quality above, instead of just one. Their price (after
considering material) is
multiplied by 10 instead of 3.
Damage,
Drive, & STR Each
weapon type lists its damage and drive, as well as the effects of SR
increases on each. Remember that high damage may not always
be preferable, as many lower-damage weapons have higher drive and are
therefore much better at
transmitting their damage through armor.
In addition to all
the above effects on the base damage & drive of a weapon, you
will
also add extra damage from your STR when actually wielding it.
The extra damage is equal to your STR if wielding one-handed, or double
your STR if wielding two-handed. Most weapons other than swords will
also add a listed element of your STR to their drive.
Offense
& Defense Weapon
types list Offense and Defense ratings, based primarily on the speed
and nimbleness of a weapon. Certain design considerations such as hilts
and balance also factor into these, and the weapon's reach plays a
major role in its Offense. These ratings provide +TNs to melee offense
and defense rolls if you have Melee Competency (Close Combat).
Improvised
Melee Weapons You can use almost any notable
object as a crude melee weapon, likely
under one of the types listed in the first section (Common &
Improvised). Such weapons are far inferior to proper ones, but can save
your life in an emergency. For the
weapon types commonly associated with improvised weapons, an example
will be
given, as well as instructions for how to calculate the SR of an
improvised weapon. Improvised weapons have infra cost (unless they
are valuable
in whatever capacity they are otherwise meant for).
If an object detailed elsewhere in the
rulebook is
being used as an improvised weapon, disregard the weight and carry
slots listed for the melee weapon type. These stats are not changed
from the original object.
Improvised weapons typically never count
as a better
material than steel for the purposes of these rules, even if they are
predominantly made of another material (such as adamant Exuros).
Improvised weapons cannot be
simultaneously used for
melee and for their normal purpose. For example, if you fired a ranged
weapon last turn, you cannot use it as an improvised melee weapon and
gain its Defense rating in melee defense rolls until your next turn.
Weapon
Types Common & Improvised
These weapons are very basic and common to all cultures, and/or they
are general types that can be used for improvised weapons.
| Stick |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Tags: Blunt
Competency
Category: Hafted
|
Minimum/Common:
SR1, improvised |
3 |
14 |
2 |
1 |
2 |
2 |
| Per
additional SR |
+2 |
+2 |
|
|
+2 |
+1/3 |
| Steel |
|
+4 |
|
|
|
|
| Wielded
two-handed |
add
2xSTR |
add
STR |
|
|
|
|
| Wielded
one-handed |
add STR |
add
1/2 STR |
|
|
|
|
| Improvised
weapons' SR is equal to 1/2 of their weight |
This type can describe any
long object. It can cover anything from literal sticks to low-quality
clubs to a repurposed firearm. Whenever there is doubt as to what type
an improvised weapon should fall under, use this one.
| Stone |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Tags: One-Handed, Blunt, Throwing
Competency
Category: Unarmed
|
Minimum/Common:
SR1, improvised |
3 |
10 |
0 |
0 |
3 |
0 |
| Per
additional SR |
+2 |
+2 |
|
|
+3 |
+1/3 |
| Steel |
|
+4 |
|
|
|
|
| Wielded
one-handed |
add STR |
add
1/2 STR |
|
|
|
|
| Improvised
weapons' SR is equal to 1/3 of their weight |
This type can describe any object that is fairly
round in shape. When all else fails, grab a rock!
| Shield |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Tags: One-Handed, Blunt
Competency
Category: Shield
|
Minimum/Common:
SR2, wood
|
5 |
14 |
1 |
See
Armor &
Shields |
| Per
additional SR |
+2 |
+2 |
|
| Steel |
|
+4 |
|
| Wielded
one-handed |
add STR |
add
1/2 STR |
|
|
|
|
This type is used for shields employed as melee weapons; see Armor
& Shields for more information.
| Spiked
Shield |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Tags: One-Handed, Blunt
Competency
Category: Shield
|
Minimum/Common:
SR2, wood
|
7 |
16 |
2 |
See
Armor &
Shields |
| Per
additional SR |
+3 |
+2 |
|
| Steel |
|
+4 |
|
| Wielded
one-handed |
add STR |
add
1/2 STR |
|
|
|
|
This
type is used for shields employed as melee weapons, and specifically
designed to excel in that role; see Armor & Shields for more
information.
| Quarterstaff |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Blunt
Competency
Category: Staff
|
Minimum/Common:
SR2, wood |
5 |
12 |
4 |
3 |
3 |
6 |
|
| Per
additional SR |
+2 |
+2 |
|
|
+1.5 |
+1/3 |
|
| Steel |
|
+4 |
|
|
|
|
10xSR |
| Wielded
two-handed |
add
2xSTR |
add
STR |
|
|
|
|
|
| Wielded
one-handed |
add
STR |
add
1/2 STR |
50% |
50% |
|
|
|
| Improvised
weapons' SR is equal to 3/4 of their weight |
|
Some adventurers actually prefer the humble
staff
for
its unassuming appearance and the surprising amount of skill that can
be employed in its use. Most improvised melee weapons are too awkward
to fall properly under this type, with the significant exceptions of
arc staffs.
| Spear |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Precise, Reach, Throwing, Overprecise
Competency Category: Polearm
|
Minimum/Common:
SR3, steel |
17 |
14 |
7 |
2 |
5 |
8 |
24 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/2 |
+8 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
An underrated weapon in bardic lore, the ancient
spear is
actually one of the most dangerous, versatile, and cost-efficient melee
weapons in any culture. It is immensely popular with both soldiers and
adventurers, though hardly ever as their sole weapon.
| Awkward
Spear |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Tags: Two-Handed, Precise, Reach,
Overprecise
Competency Category: Polearm
|
Minimum/Common:
SR3, steel |
13 |
14 |
4 |
1 |
6 |
6 |
| Per
additional SR |
+4 |
+1 |
|
|
+1.5 |
+1/3 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
| Improvised
weapons' SR is equal to 1/3 of their weight |
A less-effective variant of the spear, this type is
most
often used to describe products of other rules, such as ranged weapons
with bayonets.
| Knife |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed,
Precise, Throwing, Overprecise
Competency
Category: Unarmed
|
Minimum/Common:
SR1, steel |
5 |
8 |
2 |
1 |
1*
|
0 |
5 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
*All adventurers (and most commoners) are presumed to
carry
a small knife in their basic gear; ignore the weight unless more than
one knife is carried. Its main utility is in a
hundred different peacetime tasks around the campsite, but it can
obviously be used as a fighting weapon in a pinch. This type also
describes any kind of throwing knife.
Knives cannot exceed SR1.
| Hatchet |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Hooked, Throwing
Competency
Category: Hafted
|
Minimum/Common:
SR1, steel |
7 |
16 |
1 |
1 |
1 |
2 |
5 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+5 |
| Wielded
two-handed |
add
2xSTR |
add
1/2 STR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Much like knives, these are typically small utility
tools or throwing weapons.
Using higher SRs, this type can describe woodsplitting axes and other
axe-like weapons not built for combat.
| Dagger |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed,
Precise, Overprecise
Competency
Category: Sword
|
Minimum/Common:
SR1, steel |
6 |
14 |
3 |
1 |
1 |
1 |
10 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Daggers, as popularly defined, are the smallest
bladed
weapons designed specifically for combat. Though their minor design
details vary across cultures, all are described by this type.
Daggers cannot exceed SR1; such weapons would fall under one of the
sword types.
| Javelin |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Precise, Throwing, Overprecise
Competency Category: Polearm
|
Minimum/Common:
SR2, steel |
10 |
14 |
2 |
1 |
2 |
1 |
5 |
| Per
additional SR |
+4 |
+1 |
|
|
+1 |
+1/2 |
+5 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Rarely used in melee combat, javelins are a form of
short spear designed for throwing. They are common weapons in
I'Gremsul and Nani, and are probably among the best throwing weapons
due to their ease of carry and decent damage.
Manusian
The human realm has a young but well-developed martial
tradition, primarily revolving around swords and anti-armor weapons.
| Falchion |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed
Competency
Category: Sword
|
Minimum:
SR2, steel |
17 |
10 |
4 |
2 |
3 |
2 |
24 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/3 |
+12 |
| Most
common: SR3, steel |
24 |
10 |
4 |
2 |
4 |
2 |
36 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Contrary to their side appearance, falchions are
fairly
lightweight and savagely sharp. They are single-edged cutting swords
favored by human adventurers who frequently deal with unarmored foes.
| Arming
Sword |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags:
One-Handed,
Precise
Competency
Category: Sword
|
Minimum:
SR2, steel |
12 |
13 |
4 |
2 |
3 |
2 |
30 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+15 |
| Most
common: SR3, steel |
17 |
14 |
4 |
2 |
4 |
2 |
45 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Derived from severely-elongated Wynthian dagger
designs,
arming swords were the first swords produced in Manusia. They are
ubiquitous weapons beloved across the land, often paired with a shield
or carried as a backup weapon.
| Longsword |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise
Competency
Category: Sword
|
Minimum:
SR3, steel |
17 |
14 |
5 |
3 |
4 |
2 |
60 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Most
common: SR4, steel |
22 |
15 |
5 |
3 |
5 |
2 |
80 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add
STR |
|
50% |
50% |
|
|
|
As plate armor became linked with Manusian knights
and
adventurers, many ceased using shields. This gave rise to the
two-handed longsword - perhaps the most iconic human weapon. It has
endured in bardic tales for its great speed and deadliness, much to the
pride of Manusian culture.
| Bastard
Sword |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Precise
Competency Category: Sword
|
Minimum/Common:
SR3, steel |
17 |
14 |
4 |
2 |
4 |
2 |
60 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Essentially a longsword with a shorter grip and
modified
balance, the bastard sword originated as a middle ground between
longsword and arming sword. Also called a "hand-and-a-half sword," this
versatile blade is one of very few Lur-Asko swords fit for both
one-handed and two-handed wielding.
| Estoc |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise, Overprecise
Competency
Category: Sword
|
Minimum:
SR3, steel |
10 |
24 |
4 |
2 |
4 |
2 |
60 |
| Per
additional SR |
+3 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Most
common: SR4, steel |
13 |
25 |
4 |
2 |
5 |
2 |
80 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add
STR |
|
50% |
50% |
|
|
|
This weapon is quite similar to the longsword in general shape, but is
constructed like a spike and intended solely for thrusting. It provides
much greater anti-armor capability than true swords, without
sacrificing as much nimbleness or convenience as a mace or polearm.
| Mace |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed, Blunt
Competency
Category: Hafted
|
Minimum/Common:
SR3, steel |
10 |
22 |
2 |
1 |
4 |
2 |
30 |
| Per
additional SR |
+3 |
+2 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
one-handed |
add STR |
add
STR |
|
|
|
|
|
With plate armor increasingly relegating swords to a
secondary role, Manusian blacksmiths began producing derivatives of
Skretan warhammers. Over time, this evolved into a completely distinct
weapon: the flanged mace.
| Halberd |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Hooked, Reach
Competency
Category: Polearm |
Minimum/Common:
SR4, steel |
32 |
22 |
6 |
1 |
7 |
10 |
40 |
| Per
additional SR |
+7 |
+1 |
|
|
+1.5 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
1/2 STR
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
|
Another iconic human weapon, the halberd is the
staple of
city garrisons across Manusia (usually with an arming sword for
backup). Its long reach, devastating damage, and versatility against
armored and mounted foes arguably make it one of the best battlefield
weapons on the continent.
| Pollaxe |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Blunt, Hooked,
Reach
Competency
Category: Polearm
|
Minimum/Common:
SR4, steel |
18 |
24 |
5 |
1 |
7 |
9 |
40 |
| Per
additional SR |
+4 |
+2 |
|
|
+1.5 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
2xSTR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
add
STR |
50% |
50% |
|
|
|
This is a weapon which could only come out of the
plate-armor culture of Manusia. The narrow blade and back-side hammer
of the "pollaxe" actually mean its non-polearm kin are the mace
and warhammer. It's hard to find a melee weapon better suited to
fighting heavily-armored foes.
Hal'Tayatic
Elves have historically preferred ranged weapons even during the
Imperial Age, and many sages believed that their current
technological culture would cause their melee traditions to totally
atrophy. Instead, the innovative brains of Hal'Tayat have developed a
new generation of bladed sidearms, in addition to renovating older
designs for the Adventuring Age.
| Scimitar |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed
Competency
Category: Sword
|
Minimum:
SR2, steel |
15 |
10 |
5 |
2 |
3 |
2 |
24 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/3 |
+12 |
| Most
common: SR3, steel |
21 |
11 |
5 |
2 |
4 |
2 |
36 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
These weapons were ubiquitous in the Shah's armies
during
the Imperial Wars. Marksmen wore them as backup weapons, and melee
fighters used them in conjunction with shields or simply dual-wielded.
Scimitars were incredibly agile, but their poor performance against
dwarven armor probably generated much of the elven affinity for ranged
weapons.
| Flail |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed, Blunt
Competency
Category: Flexible
|
Minimum/Common:
SR3, steel |
10 |
20 |
6 |
1 |
4 |
3 |
30 |
| Per
additional SR |
+3 |
+2 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
one-handed |
add STR |
add
STR |
|
|
|
|
|
Essentially a spiked or flanged weight on a chain,
flails
originated entirely as a way to defeat dwarven armor and defenses in
the Imperial Wars. Over time, their design and aesthetic became more
and more elaborate, evolving into iconic symbols of the Empire. Today,
many elven garrisons continue to train with the flail, but the popular
stigma against the Imperial Age means they are almost never seen in
public.
| Urumi |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed
Competency
Category: Flexible and Sword |
Minimum/Common:
SR3, steel |
24 |
10 |
7 |
1 |
3 |
3 |
30 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/3 |
+15 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Derived from a pre-Fall elven weapon
described in
ancient texts, the urumi reappeared in the Adventuring Age as a curious
novelty. Much to the amusement of other realms, elven adventurers and
soldiers took a liking to the bizarre weapon, applying old techniques
from both the scimitar and the flail.
| Rapier |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags:
One-Handed,
Precise, Overprecise
Competency
Category: Sword
|
Minimum:
SR2, steel |
7 |
14 |
5 |
5 |
3 |
2 |
50 |
| Per
additional SR |
+3 |
+1 |
|
|
+1 |
+1/4 |
+25 |
| Most
common: SR3, steel |
10 |
15 |
5 |
5 |
4 |
2 |
75 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
The rapier has taken elven culture by storm
over the
last century or so. A minimalist blade optimized for dueling, it is a
beloved sidearm worn by almost every elf who can afford one.
Hal'Tayatic city garrisons rely heavily on civilian militia, and the
rapier's nimble defensive qualities endear it to everyday people who
rarely carry armor or shields.
| Broadsword |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed,
Precise
Competency
Category: Sword
|
Minimum/Common:
SR3, steel |
17 |
14 |
4 |
4 |
4 |
2 |
90 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+30 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Sharing the complex hilt of a rapier, broadswords'
blades
are heavier - more akin to Manusian weapons. Broadswords retain a
defensive design, but lack the rapier's damage weakness, making them
favorites of adventurers and professional soldiers.
| Greatsword |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise
Competency
Category: Sword and Polearm
|
Minimum/Common:
SR5, steel |
33 |
16 |
6 |
2 |
7 |
7 |
125 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/2 |
+25 |
| Wielded
two-handed |
add
2xSTR |
add
1/2 STR
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
|
For reasons unclear, a cutting-edge elven
forge
decided to produce a 6-foot tall Manusian longsword as an exhibit for
the
Day of Advancement in 1024 AFA. Against all expectations, their
comically
oversized design was embraced by adventurers across Hal'Tayat and
Manusia. Blurring the line between sword and polearm, the weapon's
balance and long-grip leverage make it far less impractical than it
might appear.Skretan
Orcish weapon traditions are perpetually divided between high-damage
and high-drive weapons - a product of their eternal conflict with the
Adlet being interrupted by the Imperial Wars against heavily-armored
dwarves. With orcs' historical affinity for bulky ranged weapons and
their unwillingness to specialize in melee alone, larger melee weapons
such
as polearms never really caught on.
| Warhammer |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Blunt, Hooked
Competency
Category: Hafted |
Minimum/Common:
SR3, steel |
10 |
22 |
1 |
1 |
4 |
2 |
30 |
| Per
additional SR |
+3 |
+2 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
2xSTR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
add
STR |
|
|
|
|
|
The trademark melee weapon of the old orcish empire,
the warhammer has endured as Lur-Asko's symbol of anti-armor fighting.
Versatile yet unassuming, it continues to hang from gun belts across
Skreti even today.
| Waraxe |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Hooked
Competency
Category: Hafted
|
Minimum/Common:
SR3, steel |
24 |
18 |
1 |
1 |
4 |
2 |
30 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
1/2 STR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
The orcish flavor of axe is very similar in
construction
to the warhammer, and likely came before it. A versatile weapon without
the sole anti-armor focus, it is probably the most common melee weapon
amongst the inventory-conscious orcs.
| Messer |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed
Competency
Category: Sword
|
Minimum:
SR2, steel |
15 |
10 |
4 |
3 |
3 |
2 |
24 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/3 |
+12 |
| Most
common: SR3, steel |
21 |
11 |
4 |
3 |
3 |
2 |
36 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
An ancient weapon that has been revised thousands of
times
by hundreds of orcish forges, the timeless messer is a purely slashing
weapon with little consideration given to drive. It has appeared in
countless tales of battles against both Adlet and other orcs, since
both species share a widespread distaste for armor. Its popularity
waned
only during the Imperial Wars.
| Grossemesser |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed
Competency
Category: Sword |
Minimum:
SR3, steel |
24 |
10 |
5 |
3 |
3 |
2 |
45 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/3 |
+15 |
| Most
common: SR5, steel |
38 |
12 |
5 |
3 |
5 |
2 |
75 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
A few orcs looked at the messer and applied some simple Skretan logic:
if a normal messer is good, then a
much larger one would be even better. Ultimately, it proved to be
overkill for Adlet, and has since found favor in orcish infighting.
| Bident |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Precise, Reach, Throwing, Overprecise
Competency Category: Polearm |
Minimum/Common:
SR3, steel |
24 |
10 |
7 |
1 |
5 |
9 |
30 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Those Adlet who do not specialize in bows and
hatchets
tend to wield wooden shields and two-tined steel spears. It still
remains unknown how the primitive Adlet obtain these weapons; one
leading theory
is that they forge them at Alacrian ruins somewhere in the mountains,
while another is that Cevelky supplies them covertly.
Macskan
Macskan melee traditions revolve around various forms of
slightly-curved blades, with a few outliers. Many Koh-Trr also train in
the use of quarterstaffs, which are called bō
in their
realm.
Spears (yari)
are popular amongst the ashigaru
soldier caste.
| Katana |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise
Competency
Category: Sword
|
Minimum/Common:
SR3, steel |
21 |
12 |
5 |
2 |
4 |
2 |
60 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add
STR |
|
50% |
50% |
|
|
|
By far the most well-known of all Macskan weapons,
katana are the primary melee weapon of the noble samurai caste, and
are illegal for lower castes to possess. Adventurers, of course, tend
to confuse the legal system.
| Wakizashi |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags:
One-Handed,
Precise
Competency
Category: Sword
|
Minimum/common:
SR2, steel |
15 |
12 |
4 |
1 |
3 |
2 |
40 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Appearing to be a one-handed variant of the katana,
the
wakizashi has particular significance in Macskan ritual and etiquette.
Like its two-handed counterpart, adventurers from other realms still
take a liking to the design on its own merit - a middle ground between
double-edged Manusian blades and lower-drive swords like the scimitar
or messer.
| Naginata |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise, Reach
Competency Category: Polearm |
Minimum/Common:
SR3, steel |
21 |
12 |
7 |
1 |
5 |
9 |
30 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
|
For obvious reasons, many Koh-Trr have difficulty
with polearms. Larger members of the species, particularly ashigaru
soldiers,
tend to train with this weapon - a hybrid between a common spear and
the blade of a wakizashi.
| Kanabō |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Blunt
Competency
Category: Hafted
|
Minimum/Common:
SR3, steel |
10 |
22 |
2 |
1 |
4 |
3 |
30 |
| Per
additional SR |
+3 |
+2 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
2xSTR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
add
STR |
50% |
50% |
|
|
|
A striking contrast to the rest of the Koh-Trr
arsenal,
this ungainly studded club seems to be a practical innovation
given the lack of anti-armor weapons in the realm's tradition. Given
this weapon's sluggishness, it seems likely that its creators were
banking on their species' natural agility to compensate.Nanic
Dwarven weapons have historically been unimaginative but
well-engineered. Their Imperial Age weapons were rigorously tied to
their shield wall tactics, and included the famous gladius
and many fighting and throwing spears. These weapons have endured to
the present, but modern dwarven forges also produce a wide variety of
weapons typically associated with other realms.
| Gladius |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed,
Precise
Competency
Category: Sword
|
Minimum:
SR1, steel |
7 |
14 |
3 |
2 |
2 |
1 |
15 |
| Per
additional SR |
+5 |
+1 |
|
|
+1 |
+1/3 |
+15 |
| Most
common: SR2, steel |
12 |
15 |
3 |
2 |
3 |
1 |
30 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Standard-issue to all Nanic troops during the
Imperial
Wars, this blade - combined with heavy shields and throwing spears -
formed the bulk of dwarven weaponry. It is still well-loved for its
compact and convenient design, but the larger spatha
variants
larger than SR2 have fallen out of use in favor of Manusian designs.
| Pilum |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Precise, Reach, Throwing, Overprecise
Competency Category: Polearm |
Minimum/Common:
SR3, steel |
10 |
20 |
7 |
1 |
5 |
9 |
30 |
| Per
additional SR |
+3 |
+1 |
|
|
+1 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Otherwise comparable to a common spear, pila
had
much
narrower points designed to fight armor more efficiently. Sacrificing
damage for drive, they saw widespread use whenever elven forces made
advancements in armor.
Alacrian
The weapons of the Alacris are still being rediscovered, but this
process is already well underway - it's easy to find Alacrian
swords in the hands of haywire techs or in the loot brought back from
ruins by adventurers. In many cases, technologicals have continued to
maintain these weapons, allowing even steel examples to survive to the
present.
| Medensis |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise
Competency
Category: Sword
|
Minimum:
SR3, steel |
14 |
16 |
5 |
4 |
4 |
2 |
150 |
| Per
additional SR |
+4 |
+1 |
|
|
+1 |
+1/3 |
+50 |
| Most
common: SR4, steel |
18 |
17 |
5 |
4 |
5 |
2 |
200 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add
STR |
|
50% |
50% |
|
|
|
The two-handed sword of the Ancient Ones is often compared
to the Manusian longsword - a case of parallel evolution or
human
plagiarism, depending on who you ask. In reality, compared with most
sword designs, the medensis is long-gripped and narrow-bladed,
optimized for speed and drive. Very few Lur-Asko forges are able to
replicate the engineering of even the lowest-quality steel specimens.
| Avertensis |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: One-Handed, Precise
Competency
Category: Sword
|
Minimum:
SR2, steel |
10 |
16 |
4 |
3 |
3 |
2 |
90 |
| Per
additional SR |
+4 |
+1 |
|
|
+1 |
+1/3 |
+45 |
| Most
common: SR3, steel |
14 |
17 |
4 |
3 |
4 |
2 |
135 |
| Wielded
one-handed |
add
STR |
|
|
|
|
|
|
Often compared to human arming swords or elven rapiers, Alacrian
"backswords" tend to defy modern classification. They are readily
identified by their unique hooked-hilt design and single-edged (yet
pointed and narrow) blade. Like the two-handed medensis, only the best
modern forges are up to the task of producing them anew.
| Dualensis |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise
Competency Category: Staff
and Sword
|
Minimum:
SR4, steel |
27
|
14 |
6 |
4 |
7 |
8 |
240 |
| Per
additional SR |
+6 |
+1 |
|
|
+1.5 |
+1/3 |
+60 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
|
Until recently, this was often assumed to be a
fanciful
myth or a joke weapon. However, research inquiries to the Tennebris
established that this was the signature weapon of Atro
Anathematé. Once the design was revealed to be more
effective than was assumed, many modern adventurers have had
the
design copied.
| Adserensis |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Precise, Reach,
Hooked
Competency Category: Polearm |
Minimum/Common:
SR4, steel |
18 |
16 |
7 |
2 |
6 |
10 |
40 |
| Per
additional SR |
+4 |
+1 |
|
|
+1 |
+1/2 |
+10 |
| Wielded
two-handed |
add
2xSTR |
|
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
50% |
50% |
|
|
|
This design has been widely copied throughout
Cevelky
and Hal'Tayat, due to its ubiquity in the ancient factions of Dira,
Elysya, Épex, and Standux. When produced by modern forges it
is
often termed a glaive.
The Alacris lauded it not only for the excellent offense common to all
bladed polearms, but for its hooked design which was often used to
dislodge automount riders.
| Malleus |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: Two-Handed, Blunt, Hooked
Competency
Category: Hafted
|
Minimum/Common:
SR4, steel |
13 |
26 |
2 |
1 |
5 |
4 |
40 |
| Per
additional SR |
+3 |
+2 |
|
|
+1 |
+1/3 |
+10 |
| Wielded
two-handed |
add
2xSTR |
add
2xSTR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
add
STR |
50% |
50% |
|
|
|
The Alacrian melee answer to heavy armor was
straightforward and unapologetic. Malleus
were issued to any soldier or tech not otherwise trained or equipped
for countering armor. A common and extreme example was the golemalleus,
the
standard weapon of the golem and golant amalgamators.
| Mortsirclus |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags: None
Competency
Category: Hafted
|
Minimum/Common:
SR3, steel |
24 |
18 |
2 |
1 |
4 |
2 |
45 |
| Per
additional SR |
+7 |
+1 |
|
|
+1 |
+1/3 |
+15 |
| Wielded
two-handed |
add
2xSTR |
add
1/2 STR |
|
|
|
|
|
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
A widespread weapon across Alacrian forces,
the
mortsirclus differs from most modern battle-axes in its
strange
circular head design.
Cevelkian
| Khopesh |
Damage |
Drive |
Offense |
Defense |
Weight |
Carry
Slots |
Price |
Tags:
One-Handed,
Hooked
Competency
Category: Sword
|
Minimum:
SR2, steel |
15 |
18 |
3 |
2 |
3 |
2 |
40 |
| Per
additional SR |
+6 |
+1 |
|
|
+1 |
+1/3 |
+20 |
| Most
common: SR3, steel |
21 |
19 |
3 |
2 |
4 |
2 |
60 |
| Wielded
one-handed |
add STR |
|
|
|
|
|
|
Spears remain the most common weapon in Cevelky, but
many Vampire Lords also equip their armies with the khopesh - a weapon
created in the Imperial Age as a compromise between sword and axe. As
adventurers are always looking for any compromise which can save them
weight and bulk, the design has become understandably popular.