Bludgeoning Weapons

Cudgel difficulty 6, minimum Strength 1, Str +2 (S)/+3 (H) lethal or bashing damage. Special Trait: light, convertible. 1/2 copper piece   Essentially this is a small stick that is thicker on the striking end.       Light Mace difficulty 7, minimum Strength 2, Strength +3 (S)/+4 (H) Special Trait: light 5 silver pieces   Essentially this is a small stick with a weighted metal lump on the end for bludgeoning things.     Club, difficulty 6, minimum Strength 2, Strength +3 lethal or bashing damage Special Traits: throwable, convertible. 1/2 copper piece   A large stick weighted for striking, possibly augmented with spikes or bands.       Quarter Staff (2H): difficulty 6, minimum Strength 2, Strength +2 lethal or bashing damage. Special Traits: convertible, parrying +1 5 copper pieces   A large staff wrought with iron on the ends. Not a true military weapon but it's popular for travelers to use these for self defense as they easily double as walking sticks.     Great Club (2H), difficulty 6, minimum Strength 2, Strength +4 lethal or bashing damage Special Traits: convertible. 5 silver pieces   A very large stick weighted for striking, possibly augmented with spikes or bands.     Morning star difficulty 7, minimum Strength 3, Strength +4 (S)/Strength +5 lethal or bashing damage. Special Traits: convertible. 1 gold pieces.   There are lots of variations but a morning star is essentially a metal ball on a stick.     Heavy Mace (2H) difficulty 7, minimum Strength 2, Strength +5 (S)/+6 H lethal or bashing damage. Special Traits: convertible. 15 silver pieces   Essentially this is a large stick with a large weighted metal lump on the end for bludgeoning things.     War hammer, difficulty 7, minimum Strength 3, Strength +5 (S)/+7 (H) lethal damage Special Traits: shield breaker, top heavy 12 silver pieces   Warhammers were not nearly as large as most fantasy art suggests. The idea is to transfer a lot of weight into a small striking area to either pierce armor or break the bones of the person wearing the armor.     Military Pick difficulty 7, minimum Strength 3, Strength +4 (S)/+6 (H), 5 silver pieces   Militarized version of a miner's pick. Unusually had a bludgeoning end on one side and a piercing end on the other.     Heavy Military Pick (2H) difficulty 7, minimum Strength 3, Strength +6 (S)/+7 (H) Special Traits: top heavy 10 silver pieces   Two handed version of the military pick.     Great Hammer (2H), difficulty 7, minimum Strength 3, Strength +6 (S)/+8 (H) lethal damage Special Traits: shield breaker, top heavy 2 gold pieces   The ultimate weapon for piercing armor and breaking shields. This weapon is unpopular because it leaves wielders relatively unprotected because it's not great at parrying and doesn't allow the wielder to carry a shield.     Flail, difficulty 7, minimum Strength 3, Strength +4 lethal or bashing damage Special Traits: convertible, +1 die disarm attempts, +1 die trip attempts 8 silver pieces   A bludgeoning chunk of metal on a short length of chain at the end of a stick. While less powerful than other weapons, the chain gives bonuses to certain special maneuvers.       Heavy Flail (2H), difficulty 7, minimum Strength 3, Strength +5 (S)/ +6 (H) lethal damage Special Traits: +1 die disarm attempts, +1 die trip attempts 15 silver pieces   A large bludgeoning chunk of metal on a short length of chain at the end of a stick.


Cover image: Armored Tengku with potion pouch by Zeta Gardner

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