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.

 

 

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