MEDIEVAL EUROPEAN WEAPONS LIST

Written by David Kuijt

New Combat Rules

Some few weapons are listed as "Dangerous To The User" (mostly chain weapons). Anyone fighting with such a weapon who rolls a natural 17 or 18 in combat will hit themselves, doing half body and full stun (they were surprised!). Anyone without a WF in this weapon who fights with it will hit themselves as above on a 16, 17, or 18.

Weapon lengths: someone IN MELEE with a weapon-length advantage will always get to act first (ahead of DEX) whenever the situation is simple. If it is complex and mixed (i.e. a melee with several opponents, and so on), weapon-length is ignored for simplicity. This means that a spearman will always get to act before a swordsman on the first phase of melee (ignoring surprise, and assuming both men are ready, and other reasonable things), and that the swordsman will always get to act first if they both struck at each other last phase and are still adjacent. The referee will always dictate when this happens, and DEX will be used instead whenever the situation gets unclear.

This rule is intended to give a "real" feel without too much fuss, and should be applied to relatively simple duels and small engagements (2 vs 1, 1 vs 1). A weapon user may attempt to alter his strike priority by changing weapons or using an unarmed strike or throw.

The way STR Min works is changed: the STR Min listed is the STR Min at which you do FULL DAMAGE. For every full 5 pts STR over the STR Min, the character gets +1 DC. For every fraction of 5 pts STR under the STR Min, the character loses 1 DC (-1 DC). And it is not possible to use a weapon at all if your STR is more than 10 pts under the listed STR Min. Use of weapons that require greater than the characters STR is very tiring: the character must pay 2 END per fraction of 5 STR lacking.

STR Min for missile weapons is done differently. The STR Min is the minimum to use the weapon; STR over the listed STR Min does not increase damage.

STR Minimums

STR Min is calculated using Active Pts/2. Special OCV Mods (i.e. for Block) do NOT figure in. Stretching and general OCV Mods (for all maneuvers) DO figure in, even negative OCV Mods. HAs are calculated at 5 pts active each, not 3, to make calculation standard at 5 pts per Damage Class. Finally, Two-handed melee weapons get an automatic -5 STR Min; 1 1/2H weapons have two STR Mins listed (one for one-handed fighting, the other for two-handed). The STR Min for two-handed use is -3 STR Min.

STR Minimums for Autofire throwing of weapons is +5.

Chain weapons are all 2H, but don't gain -5 STR Min as the hands are used to manage the remnant of the chain rather than to assist in causing damage with the weapon.

Weapons that are +1 Stun are considered to be +1 DC for calculating STR Min; ones that are -1 Stun are -1 DC similarly. AP weapons are considered to be +1 DC for STR Min calculation; RP weapons are -1 DC similarly.

STR Minimums Of Missile Weapons

Bows, slings, and similar weapons use DC/2 to calculate STR Min. Lower STR may use the weapon at reduced damage and OCV as mentioned for melee weapons above. Higher STR does not add to the damage of bows (however, characters with +DC through martial maneuvers in archery may use stronger bows than their STR).

Crossbows are mechanical weapons and use DC/3 to calculate STR Min. Characters without WF in crossbows may find it difficult to reload them correctly. Many crossbows use mechanical devices to assist reloading.

Name 		OCV	RMod	Damage		STUN	STR	Max	Notes
Arrows:
  Broadhead	+0	+0	+1 DC		+0	--	-25	Reduced Penetration
  Blunt		+0	+0	(DC)		--	--	-25	Normal attack
  Common	+0	+0-	--		+0	--	--	Normal as for bow 
  Bodkin Point	+0	+0	-1 DC AP	+0	--	-25	Attack is AP
  Flight	+0	+2	-2 DC		+0	--	+25
Crossbow Quarrels:
  Common	+0	+0	--		+0	--	--	Normal as for bow 
  Blunt		+0	+0	(DC)		--	--	--	Normal attack
Slings:
  Bullets	+0	+0	--		+0	--	--	Normal as for sling
									(usually cast lead)
  Stones	+0	-1	-1 DC		+0			(can be found anywhere)

Name 		OCV	RMod	Damage		STUN	STR	Max	Notes
Longbow		+0	+1	1d6+1		+0	11	100	1/2 DCV, no Horse
Longbow		+0	+1	2d6-1		+0	14	125	1/2 DCV, no Horse
Longbow		+0	+1	2d6		+0	17	150	1/2 DCV, no Horse
Stone Bow	+0	+0	1/2d6		+1	7	 50	1/2 DCV
Shortbow	+0	+0	1d6-1		+0	 5	 50	1/2 DCV
Shortbow	+0	+0	1d6		+0	 7	 75	1/2 DCV
Shortbow	+0	+0	1d6+1		+0	10	100	1/2 DCV
Recurve		+0	+1	1d6		+0	 9	 75	1/2 DCV
Recurve		+0	+1	1d6+1		+0	11	100	1/2 DCV
Recurve		+0	+1	1 1/2d6		+0	14	125	1/2 DCV
Sling		+0	-1	1d6-1		+1	 7	50	Full Phase, 1H, 1/2 DCV
Staff Sling	+0	-1	1d6		+1	10	75	Full Phase, 1/2 DCV
Light Crossbow	+0	+0	1d6		+0	 7	75
Heavy Crossbow	+0	+1	2d6-1		+0	 9	125	+1 Phase Reload; 1/2 DCV while loading
Arbalest	+0	+2	2d6+1		+0	 9	175	+1 Turn Reload; 1/2 DCV while loading
Siege Crossbow	+0	+2	3d6		+0	12	225	+1 Minute Reload; 1/2 DCV while loading 
Dart		+0	+1	1d6		+0	7		 Can Throw

MELEE WEAPONS
SWORDS 
Name			OCV	Damage		STUN	STR	Size	Notes
Great Sword		0	2d6		0	10	L	2H
Bastard Sword		0	1 1/2d6		0	12/9	M	1 1/2H
Falchion		0	1d6+1		+1	12	M
Sword			0	1d6+1		0	10	M
Saber, Light Sword 	+1	1d6		0	7	M
Cinquedea		0	1d6+1		0	10	S
Small Sword		0	1d6		0	7	S
Misericord		0	1/2d6AP	0	7	S	Can throw (not AP)
Dagger			0	1/2d6		0	5	S	Can throw

AXES ETC
Name			OCV	Damage		STUN	STR	Size	Notes
Battle Axe		0	2d6AP		0	12	M	2H
Danish Axe		0	1 1/2d6 AP	0	15/12	M	1 1/2H
Axe			0	1d6+1AP		0	12	M
Francisca		0	1d6AP		0	10	M	Can throw
Throwing Axe		0	1/2d6 AP	0	7	S	Can throw
Maul/War Hammer		0	1 1/2d6		+1	10	M	2H
Spiked Maul		0	2d6		0	10	M	2H
Large Mace/Hammer	0	1d6+1		+1	12/9	M	1 1/2H
Spiked Mace		0	1 1/2d6		0	12/9	M	1 1/2H
Mace/Hammer		0	1d6		+1	10	M
Spiked Mace		0	1d6		+1	0	10	M
Great Pick
  Spike			0	1 1/2d6 AP	0	10	M	2H
  Hammer		0	1 1/2d6		+1	10	M	2H
Military Pick
  Spike			0	1d6+1 AP	0	12/9	M	1 1/2H
  Hammer		0	1d6+1		+1	12/9	M	1 1/2H
Pick
  Spike			0	1d6 AP		0	10	M
  Hammer		0	1d6		+1	10	M
Couched Lance		-1	2 1/2d6		0	13	L	1H, +1" Range.  Requires Full Move
									on a warhorse, STR does not add.
Lance
  Blade			0	1d6		+1	10/7	L	1 1/2H, +1" Range
  Shaft			0	(3d6)		--	(10/7)	L	1 1/2H
Javelin
  Blade			0	1d6		0	7	L	Can Throw
  Shaft			0	(2d6)		--	(7)	L	Can Throw
Spear
  Blade			0	1d6+1		0	10/7	L	1 1/2H, +1" Range, Can Throw
  Shaft			0	(3d6)		--	(10/7)	L	1 1/2H, +1" Range, Can Throw
Slashing Spear/Glaive/Bill
  Blade			0	1 1/2d6		0	7	L	2H, +1" Range
  Shaft			0	(4d6)		--	(7)	L	2H
Pike
  Blade			-1	1 1/2d6		0	7	L	2H, +2" Range
  Shaft			-1	(4d6)		--	(7)	L	2H
Staff			0	(4d6)		--	5	L	2H, +1" Range
Bec-de-Corbin
  Spike			0	1d6+1 AP		0	7	L	2H.  Can Set.
  Hammer		0	1d6+1		+1	7	L	2H
Guisarme
  Axe			0	2d6+1		0	12	L	2H, +1" Range
  Shaft			0	(3d6)		--	(12)	L	2H
Poleaxe
  Axe			0	2d6 AP		0	12	L	2H
  Shaft			0	(4d6)		--	(12)	L	2H
Halberd, Long Poleaxe
  Axe			0	2d6 AP		0	12	L	2H, +1" Range
  Shaft			0	(4d6)		--	(12)	L	2H
Long Halberd
  Axe			-1	2d6 AP		0	12	L	2H, +2" Range
  Shaft			-1	(4d6)		--	(12)	L	2H

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