SIMPLE MELEE WEAPONS
These simple melee weapons come
from the Dungeons and Dragons System Reference Document. In d20 Modern these
would all be considered Archaic Weapons. This term does not exist in d20-40k.
All of the following weapons are simple and require no feats to use.
|
Simple Weapons |
Cost |
Dmg (M) |
Critical |
Weight |
Dmg Type |
Type |
|
Axe, double |
15 |
1d8/1d8 |
x3 |
15 lb. |
Slashing |
2-handed |
|
Battleaxe |
11 |
1d8 |
x3 |
6 lb. |
Slashing |
1-handed |
|
Chain, spiked |
15 |
2d4 |
x2 |
10 lb. |
Piercing |
2-handed |
|
Club |
3 |
1d6 |
x2 |
3 lb. |
Bludgeoning |
1-handed |
|
Combat Knife |
6 |
1d6 |
19–20/x2 |
1 lb. |
Slashing |
light |
|
Dagger |
4 |
1d4 |
19–20/x2 |
1 lb. |
Piercing or slashing |
light |
|
Dagger, punching |
4 |
1d4 |
x3 |
1 lb. |
Piercing |
light |
|
Falchion |
12 |
2d4 |
18–20/x2 |
8 lb. |
Slashing |
2-handed |
|
Flail |
7 |
1d8 |
x2 |
5 lb. |
Bludgeoning |
1-handed |
|
Flail, dire |
15 |
1d8/1d8 |
x2 |
10 lb. |
Bludgeoning |
2-handed |
|
Flail, heavy |
8 |
1d10 |
19–20/x2 |
10 lb. |
Bludgeoning |
2-handed |
|
Gauntlet |
5 |
1d3 |
x2 |
1 lb. |
Bludgeoning |
light |
|
Gauntlet, spiked |
6 |
1d4 |
x2 |
1 lb. |
Piercing |
light |
|
Glaive |
9 |
1d10 |
x3 |
10 lb. |
Slashing |
2-handed |
|
Greataxe |
12 |
1d12 |
x3 |
12 lb. |
Slashing |
2-handed |
|
Greatclub |
6 |
1d10 |
x2 |
8 lb. |
Bludgeoning |
2-handed |
|
Greatsword |
13 |
2d6 |
19–20/x2 |
8 lb. |
Slashing |
2-handed |
|
Guisarme |
9 |
2d4 |
x3 |
12 lb. |
Slashing |
2-handed |
|
Halberd |
10 |
1d10 |
x3 |
12 lb. |
Piercing or slashing |
2-handed |
|
Hammer, great |
10 |
1d10 |
x3 |
12 lb. |
Bludgeoning |
2-handed |
|
Hammer, light |
3 |
1d4 |
x2 |
2 lb. |
Bludgeoning |
light |
|
Handaxe |
5 |
1d6 |
x3 |
3 lb. |
Slashing |
light |
|
Javelin(x20) |
8 |
1d6 |
x2 |
2 lb. |
Piercing |
light |
|
Kama |
5 |
1d6 |
x2 |
2 lb. |
Slashing |
light |
|
Kukri |
5 |
1d4 |
18–20/x2 |
2 lb. |
Slashing |
light |
|
Lance |
7 |
1d8 |
x3 |
10 lb. |
Piercing |
2-handed |
|
Longspear |
6 |
1d8 |
x3 |
9 lb. |
Piercing |
2-handed |
|
Longsword |
11 |
1d8 |
19–20/x2 |
4 lb. |
Slashing |
1-handed |
|
Mace, heavy |
5 |
1d8 |
x2 |
8 lb. |
Bludgeoning |
1-handed |
|
Mace, light |
3 |
1d6 |
x2 |
4 lb. |
Bludgeoning |
light |
|
Morningstar |
6 |
1d8 |
x2 |
6 lb. |
Bludgeoning and piercing |
1-handed |
|
Net |
3 |
— |
10 ft. |
— |
|
light |
|
Nunchaku |
3 |
1d6 |
x2 |
2 lb. |
Bludgeoning |
light |
|
Pick, heavy |
7 |
1d6 |
x4 |
6 lb. |
Piercing |
1-handed |
|
Pick, light |
6 |
1d4 |
x4 |
3 lb. |
Piercing |
light |
|
Quarterstaff |
5 |
1d6/1d6 |
x2 |
4 lb. |
Bludgeoning |
2-handed |
|
Ranseur |
9 |
2d4 |
x3 |
12 lb. |
Piercing |
2-handed |
|
Rapier |
10 |
1d6 |
18–20/x2 |
2 lb. |
Piercing |
1-handed |
|
Sai |
3 |
1d4 |
x2 |
1 lb. |
Piercing |
light |
|
Scimitar |
6 |
1d6 |
18–20/x2 |
4 lb. |
Slashing |
1-handed |
|
Scythe |
7 |
2d4 |
x4 |
10 lb. |
Piercing or slashing |
2-handed |
|
Shield, heavy |
* |
1d4 |
x2 |
special |
Bludgeoning |
1-handed |
|
Shield, light |
* |
1d3 |
x2 |
special |
Bludgeoning |
light |
|
Shortspear |
5 |
1d6 |
x2 |
3 lb. |
Piercing |
1-handed |
|
Sickle |
3 |
1d6 |
x2 |
2 lb. |
Slashing |
light |
|
Spear |
6 |
1d8 |
x3 |
6 lb. |
Piercing |
2-handed |
|
Spiked armor |
* |
1d6 |
x2 |
special |
Piercing |
light |
|
Spiked shield, heavy |
* |
1d6 |
x2 |
special |
Piercing |
1-handed |
|
Spiked shield, light |
* |
1d4 |
x2 |
special |
Piercing |
light |
|
Sword, bastard |
15 |
1d10 |
19–20/x2 |
6 lb. |
Slashing |
2-handed |
|
Sword, short |
10 |
1d6 |
19–20/x2 |
2 lb. |
Piercing |
light |
|
Sword, two-bladed |
16 |
1d8/1d8 |
19–20/x2 |
10 lb. |
Slashing |
2-handed |
|
Trident |
7 |
1d8 |
x2 |
4 lb. |
Piercing |
1-handed |
|
Unarmed strike |
— |
1d3 |
x2 |
— |
Bludgeoning and nonlethal |
light |
|
Waraxe |
15 |
1d10 |
x3 |
8 lb. |
Slashing |
2-handed |
|
Warhammer |
9 |
1d8 |
x3 |
5 lb. |
Bludgeoning |
1-handed |
|
Whip |
4 |
1d3 |
x2 |
2 lb. |
Slashing |
1-handed |
SPECIAL RULES
Axe, Double: An double axe is a double weapon. You can fight with it as
if fighting with two weapons, but if you do, you incur all the normal attack
penalties associated with fighting with two weapons, just as if you were using
a one-handed weapon and a light weapon.
A creature wielding an double axe
in one hand can’t use it as a double weapon—only one end of the weapon can be
used in any given round.
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10
feet away with it. In addition, unlike most other weapons with reach, it can be
used against an adjacent foe.
You can make trip attacks with the
chain. If you are tripped during your own trip attempt, you can drop the chain
to avoid being tripped.
When using a spiked chain, you get
a +2 bonus on opposed attack rolls made to disarm an opponent (including the
roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat
to apply your Dexterity modifier instead of your Strength modifier to attack
rolls with a spiked chain sized for you, even though it isn’t a light weapon
for you.
Dagger: You get a +2 bonus on Sleight of Hand checks made to
conceal a dagger on your body (see the Sleight of Hand skill).
Flail, Dire: A dire flail is a double weapon. You can fight with it as if
fighting with two weapons, but if you do, you incur all the normal attack penalties
associated with fighting with two weapons, just as if you were using a
one-handed weapon and a light weapon. A creature wielding a dire flail in one
hand can’t use it as a double weapon— only one end of the weapon can be used in
any given round.
When using a dire flail, you get a
+2 bonus on opposed attack rolls made to disarm an enemy (including the opposed
attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to
make trip attacks. If you are tripped during your own trip attempt, you can
drop the dire flail to avoid being tripped.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls
made to disarm an enemy (including the roll to avoid being disarmed if such an
attempt fails).
You can also use this weapon to
make trip attacks. If you are tripped during your own trip attempt, you can
drop the flail to avoid being tripped.
Gauntlet: This metal glove lets you deal lethal damage rather than
nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise
considered an unarmed attack. The cost and weight given are for a single
gauntlet. Medium and heavy armors (carpace and power armour) come with
gauntlets.
Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of
spiked gauntlets. The cost and weight given are for a single gauntlet. An
attack with a spiked gauntlet is considered an armed attack.
Glaive: A glaive has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
You can also use it to make trip
attacks. If you are tripped during your own trip attempt, you can drop the
guisarme to avoid being tripped.
Halberd: If you use a ready action to set a halberd against a
charge, you deal double damage on a successful hit against a charging
character.
You can use a halberd to make trip
attacks. If you are tripped during your own trip attempt, you can drop the
halberd to avoid being tripped.
Javelin: Since it is not designed for melee, you are treated as
nonproficient with it and take a –4 penalty on attack rolls if you use a
javelin as a melee weapon. When the Javelin is thrown it has a range increment
equal to 10 x the character’s Strength modifier. See firearms for information
on range increments. Thrown weapons add the throwers Strength to damage.
Kama: You can use a kama to make trip attacks. If you are tripped
during your own trip attempt, you can drop the kama to avoid being tripped.
Lance: A lance deals double damage when used from the back of a
charging mount. It has reach, so you can strike opponents 10 feet away with it,
but you can’t use it against an adjacent foe.
While mounted, you can wield a
lance with one hand.
Longspear: A longspear has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe. If you use a ready
action to set a longspear against a charge, you deal double damage on a successful
hit against a charging character.
Net: A net is used to entangle enemies. When you throw a net,
you make a ranged touch attack against your target. A net’s maximum range is 10
feet. If you hit, the target is entangled. An entangled creature takes a –2
penalty on attack rolls and a –4 penalty on Dexterity, can move at only half
speed, and cannot charge or run. If you control the trailing rope by succeeding
on an opposed Strength check while holding it, the entangled creature can move
only within the limits that the rope allows. If the entangled creature attempts
to cast a spell, it must make a DC 15 Concentration check or be unable to cast
the spell.
An entangled creature can escape
with a DC 20 Escape Artist check (a full-round action). The net has 5 hit
points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against
creatures within one size category of you.
A net must be folded to be thrown
effectively. The first time you throw your net in a fight, you make a normal
ranged touch attack roll. After the net is unfolded, you take a –4 penalty on
attack rolls with it. It takes 2 rounds for a proficient user to fold a net and
twice that long for a nonproficient one to do so.
Nunchaku: With a nunchaku, you get a +2 bonus on opposed attack rolls
made to disarm an enemy (including the roll to avoid being disarmed if such an
attempt fails).
Quarterstaff: A quarterstaff is a double weapon. You can fight with it as
if fighting with two weapons, but if you do, you incur all the normal attack
penalties associated with fighting with two weapons, just as if you were using
a one-handed weapon and a light weapon. A creature wielding a quarterstaff in
one hand can’t use it as a double weapon—only one end of the weapon can be used
in any given round.
Ranseur: A ranseur has reach. You can strike opponents 10 feet away
with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus
on opposed attack rolls made to disarm an opponent (including the roll to avoid
being disarmed if such an attempt fails).
Rapier: You can use the Weapon Finesse feat to apply your Dexterity
modifier instead of your Strength modifier to attack rolls with a rapier sized
for you, even though it isn’t a light weapon for you. You can’t wield a rapier
in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Sai: With a sai, you get a +4 bonus on opposed attack rolls made
to disarm an enemy (including the roll to avoid being disarmed if such an
attempt fails).
Scythe: A scythe can be used to make trip attacks. If you are
tripped during your own trip attempt, you can drop the scythe to avoid being
tripped.
Shield, Heavy or Light: You can bash with a shield instead of using it for defense.
See Armor for details.
Shortspear: A shortspear is small enough to wield one-handed. It may
also be thrown.
Sickle: A sickle can be used to make trip attacks. If you are
tripped during your own trip attempt, you can drop the sickle to avoid being
tripped.
Spear: A spear can be thrown. If you use a ready action to set a
spear against a charge, you deal double damage on a successful hit against a
charging character.
Spiked Armor: You can outfit your armor with spikes, which can deal
damage in a grapple or as a separate attack. See Armor for details.
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for
defense. See Armor for details.
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with
an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A martial
artist or any character with the Combat Martial Arts feat can deal lethal or
nonlethal damage with unarmed strikes, at her option. The damage from an
unarmed strike is considered weapon damage for the purposes of effects that
give you a bonus on weapon damage rolls.
An unarmed strike is always
considered a light weapon. Therefore, you can use the Weapon Finesse feat to
apply your Dexterity modifier instead of your Strength modifier to attack rolls
with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use in one hand unless the
wielder has a minimum Strength score of 15. Any character – even those with
less than Strength 15 – can use a bastard sword two-handed as a simple weapon.
The Weapon Handling feat can be used to provide a +2 effective Strength bonus for
the purposes of allowing a character to carry a Bastard Sword in one hand.
Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with
it as if fighting with two weapons, but if you do, you incur all the normal
attack penalties associated with fighting with two weapons, just as if you were
using a one-handed weapon and a light weapon. A creature wielding a two-bladed
sword in one hand can’t use it as a double weapon—only one end of the weapon
can be used in any given round.
Trident: This weapon can be thrown. If you use a ready action to set
a trident against a charge, you deal double damage on a successful hit against
a charging character.
Waraxe: A waraxe is too large to use in one hand unless the wielder
has a minimum Strength score of 15. Any character – even those with less than
Strength 15 – can use a waraxe two-handed as a simple weapon. The Weapon
Handling feat can be used to provide a +2 effective Strength bonus for the
purposes of allowing a character to carry a waraxe in one hand.
Whip: A whip deals nonlethal damage. It deals no damage to any
creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or
higher. The whip is treated as a melee weapon with 15-foot reach, though you
don’t threaten the area into which you can make an attack. In addition, unlike
most other weapons with reach, you can use it against foes anywhere within your
reach (including adjacent foes).
Using a whip provokes an attack of
opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a
whip. If you are tripped during your own trip attempt, you can drop the whip to
avoid being tripped.
When using a whip, you get a +2
bonus on opposed attack rolls made to disarm an opponent (including the roll to
keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat
to apply your Dexterity modifier instead of your Strength modifier to attack
rolls with a whip sized for you, even though it isn’t a light weapon for you.