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 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
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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
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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.