Weapons that require a scabbard, sheath, holster or other way to store them about the body when not in use can be assumed to be provided with one, and this is included in the weight of the weapon. Unsheathing or drawing a weapon in a holster or sheath (or returning them to the same) is a free action, requiring no combat-time, provided the weapon is in a use slot.
Hand weapons are held in one or two hands. If thrown they may be treated as a 'ranged weapon' of he 'rock' variety.
Price: Free.
Weight: 2/8 Block
Range: Reach.
Damage: 1D+PhysicalBonus.
Skill: No special skills needed.
Bonus: Blunt Weapons skill.
Maximum Wear: 8
Random Wear: 1D+1
Description: Any small-sized solid object that can be wielded as a bludgeoning weapon in one hand.
Price: Free.
Weight: 1 Block
Range: Reach.
Damage: +D+PhysicalBonus.
Skill: No special skills needed, requires both hands.
Bonus: Blunt Weapons skill.
Maximum Wear: 8
Random Wear: 1D+1
Description: Any large-sized solid object that can be wielded as a bludgeoning weapon in two hands.
Price: 8 Coins.
Weight: 1/8 Blocks
Range: Reach.
Damage: +D+PhysicalBonus.
Skill: No special skills needed.
Bonus: Bladed Weapons skill, Knife-work skill.
Maximum Wear: 64
Random Wear: +DD+1
Description: A short blade for one-handed use. Not balanced for throwing.
Note: Wash thoroughly after combat if wishing to also use with food!
Price: 64 Coins.
Weight: 2/8 Blocks
Range: Reach.
Damage: 2D+PhysicalBonus.
Skill: Bladed Weapons skill 1 or higher or -8 penalty during use.
Bonus: Bladed Weapons skill, Short Sword skill.
Maximum Wear: 64
Random Wear: +DD+1
Description: A medium-length blade for one-handed use.
Note: Not great for shaving with.
Price: 256 Coins.
Weight: 1 Block
Range: Reach.
Damage: 2D+8+PhysicalBonus.
Skill: Long Sword skill 1 or higher or -16 penalty during use.
Bonus: Bladed Weapons skill, Long Sword skill.
Maximum Wear: 64
Random Wear: +DD+1
Description: A long blade for two-handed use.
Note: Can be used one-handed with a penalty of -8 to hit chance and 1/2 damage.
Price: 64 Coins.
Weight: 1 Block
Range: Reach.
Damage: 2D+PhysicalBonus.
Skill: Quarterstaff skill 1 or higher or -8 penalty during use.
Bonus: Blunt Weapons skill, Quarterstaff skill.
Maximum Wear: 64
Random Wear: +DD+1
Description: A long pole, crafted from a specific part of a tree trunk (one of the quarter-cuts of a whole trunk, hence the name). As such it is much more solid and sturdy than some random stick and is far less likely to shatter or snap during use. Normally used 2-handed, can be used one-handed with a penalty of -8 to hit chance and 1/2 damage.
Ranged weapons can act at a distance. If used hand-to-hand, they will be treated as a light or heavy club and damage to them from this use will immediately be applied to the base-charge statistic, permanently reducing it.
The GM should adjust this at their discretion for unusual items that are thrown.
Price: Free.
Weight: 1/8 Block (small rock), or as appropriate if player specified a larger rock or other item.
Range: (Physical / weight) Lengths (so Physical x 8 for a 1/8 weight rock, remember how dividing by fractions works!).
Damage: 1D x weight (so 1D/8 for a 1/8 weight rock. Round-up fractional result).
Skill: No special skills needed.
Bonus: Throwing skill.
Maximum Wear: Infinite (solid item); 1 (fragile item).
Random Wear: Infinite or 1 as per above.
Description: Anything that can be thrown. Assume it is a 1/8th Block rock (or equivalent) off the ground unless the player specifies otherwise. Loose rocks (or equivalent) may not be available in all situations unless explicitly carried by characters.
Price: 1/8 Coin.
Weight: Zero.
Range: Physical x 4 Lengths.
Damage: 1D + PhysicalBonus.
Skill: Ranged Weapons of 4 or higher.
Bonus: Ranged Weapons skill.
Maximum Wear: 64
Random Wear: +DD+1
Description: Any child can make one of these, but using one effectively takes years of practice. They have the advantage of being able to use any suitably-sized thing just lying about as ammunition.
Price: 3/8 Coin.
Weight: 1/8 Blocks.
Range: Current Physical x 2 Lengths.
Damage: 2D + PhysicalBonus.
Skill: Ranged Weapons of 2 or higher.
Bonus: Ranged Weapons skill.
Maximum Wear: 16
Random Wear: 2D+2
Description: A well-balanced throwing spear is not hard to make, but requires careful and knowledgeable selection of wood. A thrown spear will break on a 77 combat roll. Broken spears cannot be repaired without ruining their balance.
Price: 8 Coins; Arrows 1 Coin for 4.
Weight: 1/8 Blocks.
Range: Current Physical x 4 Lengths.
Damage: +D.
Skill: Ranged Weapons of 2 or higher.
Bonus: Ranged Weapons skill.
Maximum Charge: as many arrows a can reasonably be carried.
Random Charge: 0 (arrows not included with bow)
Description: Sacrificing range for both ease of manufacture and portability, short bows have reasonable range and are not too difficult to master at shorter ranges. Arrows must be bought or made. Any arrow has a 1-in-8 (roll of 7 on a D1) chance of being unusable if it is retrieved after firing (excepting soft practice targets which are normally just hay and designed to not arbitrarily break arrows).
Price: 32 Coins; Arrows 1 Coin for 2.
Weight: 2/8 Blocks.
Range: Current Physical x 8 Lengths.
Damage: +D+8.
Skill: Ranged Weapons of 6 or higher.
Bonus: Ranged Weapons skill.
Maximum Charge: as many arrows a can reasonably be carried.
Random Charge: 0 (arrows not included with bow)
Description: Larger and more expensive to make, these require a current-physical of over 14 to use effectively. They have very good range. Arrows must be bought or made. Any arrow has a 1-in-8 (roll of 7 on a D1) chance of being unusable if it is retrieved after firing (excepting soft practice targets which are normally just hay and designed to not arbitrarily break arrows).
Price: 64 Coins; Bolts 1 Coin for 8.
Weight: 2/8 Blocks.
Range: 120 Lengths.
Damage: +D+16.
Skill: Ranged Weapons of 1 or higher.
Bonus: Ranged Weapons skill.
Maximum Charge: as many bolts a can reasonably be carried.
Random Charge: 0 (bolts not included with crossbow)
Description: These complicated mechanical devices fling a short arrow, usually called a 'bolt', over good distances with much less skill required to use. They are much slower to use due to the need to mechanically re-load them, which requires one combat round in addition to the firing round. They are far less reliant on physical strength to both draw and to aim, however. The devices are notoriously prone to failure during use, however, and require some skill to repair. Any hit-roll containing a 7, on either dice, will jam the device, requiring an additional combat round (on in addition to the reload round) to fix the issue. A roll of 77 will break the crossbow until after combat is over and it can be repaired.