Against the Darkmaster · System Reference

Equipment

Weapons

Every weapon in Against the Darkmaster has a set of statistics that determine how it is used in combat. The stats for all weapons are listed in the table below, followed by descriptions and special notes for each weapon.

Reading the Table

Weapon Qualities

Weapons Table

Weapon Hands Skill Clumsy Length Table Max Prim. Crit Alt. Crit Range Qualities
One-Handed Melee
Arming Sword 1HBlades 3LongEdged 140Cut Martial
Ball & Chain 1HBlunt 8ShortBlunt 150Impact Unreliable
Battle Axe 1HBlunt / Blades -20 5LongEdged 150CutImpact Hand and a Half
Club 1HBlunt 4HandBlunt 110Impact
Dagger 1HBrawl / Blades 1HandEdged 120Pierce Backstab
Falchion 1HBlades 5ShortEdged 150Cut Martial
Handaxe 1HBlunt / Blades -20 2HandBlunt 130CutImpact
Heavy Mace 1HBlunt 3ShortBlunt 140Impact Martial
Lance 1HPolearm 8LongestEdged 175Pierce Mighty
Light Mace 1HBlunt 2ShortBlunt 120Impact Martial
Longsword 1HBlades 4LongEdged 150CutPierce Hand and a Half, Martial
Rapier 1HBlades 4LongEdged 130PierceCut Martial
Scimitar 1HBlades 3ShortEdged 140Cut Martial
Short Spear 1HPolearm 5LongEdged 140Pierce Hand and a Half
Short Sword 1HBlades 2ShortEdged 130CutPierce Backstab
War Hammer 1HBlunt 4ShortBlunt 130ImpactPierce Martial
Whip 1HBlunt 8LongestBlunt 130GrappleCut Heavy, Reach, Martial
Two-Handed Melee
Bardiche 2HPolearm 7LongestEdged 175CutPierce Reach, Mighty
Flail 2HBlunt 8LongBlunt 175Impact Unreliable, Heavy, Mighty
Footman's Mace 2HBlunt 5LongBlunt 150Impact Heavy, Mighty, Martial
Greataxe 2HPolearms / Blunt -10 6LongEdged 175CutImpact Heavy, Mighty
Halberd 2HPolearm 6LongestEdged 150CutPierce Mighty, Martial
Long Spear 2HPolearm 6LongestEdged 175Pierce Reach, Mighty
Mattock 2HBlunt 5LongBlunt 175ImpactPierce Heavy, Mighty
Quarterstaff 2HPolearm 6LongBlunt 130Impact
Two-Handed Sword 2HBlades 6LongEdged 175CutPierce Heavy, Mighty
Unarmed
Armored Fist 1HBrawl 1HandUnarmed VariesImpact
Grappling 2HBrawl 5HandUnarmed VariesGrapple
Kick 1HBrawl 2HandUnarmed VariesImpact
Punch 1HBrawl 1HandUnarmed VariesImpact
Ranged
Composite Bow 2HRanged 5Missile 150Pierce 25mLoad (1), Quick Load
Heavy Crossbow 2HRanged 4Missile 175Pierce 30mLoad (2)
Light Crossbow 2HRanged 3Missile 150Pierce 20mLoad (1)
Long Bow 2HRanged 6Missile 175Pierce 35mLoad (1)
Short Bow 2HRanged 4Missile 140Pierce 20mLoad (1), Quick Load
Sling 1HRanged 7Missile 110/130Impact 15mLoad (1)
Thrown Axe 1HRanged 4Missile 120Cut 3m
Thrown Dagger 1HRanged 2Missile 110Pierce 3m
Thrown Javelin 1HRanged 3Missile 140Pierce 10m
Thrown Spear 1HRanged 3Missile 130Pierce 5m

Arming Sword

A typical one-handed double-edged sword: the standard infantry weapon and knightly sidearm.

Armored Fist

A fist in a metal gauntlet or brass knuckles. A character wearing Metal Gauntlets is also considered armed. Max Result depends on the attacker's size; see the Unarmed Attack Statistic Table for details.

Ball & Chain

Also known as morning star or hand flail: a straight handle linked by a short chain to a metal spiked head. Can be spun to achieve tremendous blunt force, but difficult to use and very tricky when fumbled.

Bardiche

Often called a poleaxe: a 1.8 to 2m shaft with a long bladed axe-head on top. Delivers devastating chopping blows and can also thrust with the pointed head.

Battle Axe

A heavy axe with a single or double-edged blade, designed to be used with one or two hands.

Club

A simple, cheap weapon obtainable from a plain wooden stub.

Composite Bow

A bow not much bigger than a short bow but more powerful. Missed arrows can be retrieved, with a 50% chance they are ruined.

Dagger

Also known as dirk, poniard, or main-gauche. A small but deadly weapon with blunt edges designed to stab rather than cut.

Falchion

A heavy, single-edged blade with a blunt end designed to chop more than cut.

Flail

Longer and heavier version of the ball-and-chain, often with more than one striking head. Powerful but treacherous: beware fumbles.

Footman's Mace

A large, heavy two-handed mace.

Grappling

Bare-handed grappling or wrestling. Max Result depends on the attacker's size; see the Unarmed Attack Statistic Table for details.

Greataxe

A single- or double-edged axe with a heavy, wide blade capable of delivering devastating chops.

Halberd

A polearm with a 1.5m shaft topped by an axe blade, a rear beak, and a spike. Very versatile. When attacking from the second line, only Pierce Criticals are available, at -20 CMB.

Handaxe

Born as a tool, developed into a short, light weapon with a pointed head. Can cut against unarmored foes and crush through armor.

Heavy Crossbow

The heavier version of the crossbow — incredibly powerful but cumbersome to carry and hard to reload. Grants +20 CMB against targets within 15 meters. Missed bolts can be retrieved with a 50% chance of ruin.

Heavy Mace

A heavier mace, often with a geometric bladed or spiked head. Deadly and very effective against armored foes.

Kick

A kick. Max Result depends on the attacker's size; see the Unarmed Attack Statistic Table for details.

Lance

A jousting weapon; use its stats for a reinforced longspear when used from horseback on a charge. Can only be used while mounted.

Light Crossbow

A mechanical bow that fires weighted bolts, devastating at short range and capable of piercing plate. Grants +10 CMB against targets within 15 meters. Missed bolts can be retrieved with a 50% chance of ruin.

Light Mace

A short, light mass weapon with a wooden shaft and heavy metal head. Often carried as a sidearm.

Long Bow

The most powerful non-mechanical bow, with the longest range of all bows. Missed arrows can be retrieved with a 50% chance of ruin.

Long Spear

A very long (2 to 3 meters) spear meant for tight formations to keep enemies at bay and slay cavalry. Can be set against a charge for +20 CMB, but no Parry is allowed.

Longsword

Also known as a hand-and-a-half sword or knightly sword. Elegant and versatile: designed for two hands at full potential but can also be used one-handed.

Mattock

Often called a bec-de-corbin or lucerne hammer: a war hammer head mounted on a shaft. Heavy, powerful, and versatile.

Punch

A bare-handed fist. Max Result depends on the attacker's size; see the Unarmed Attack Statistic Table for details.

Quarterstaff

A hardened wooden staff with or without metal tips, swung with both hands. Cheap and easily disguised as a walking cane, but a dangerous weapon in skilled hands.

Rapier

A long, flexible thrusting weapon. Lightning-fast and deadly against unarmored opponents, but quite ineffective against armored ones.

Scimitar

A light, curved-bladed weapon designed to cut unarmored foes. Less effective against heavier armor.

Short Bow

A shorter but rapid-firing hunting bow. Missed arrows can be retrieved with a 50% chance of ruin.

Short Spear

A shafted weapon used one- or two-handed. Can be thrown at short distances; see Thrown Spear for stats.

Short Sword

A short edged weapon used to thrust and cut. Light, easy to carry, and often used as a sidearm or secondary weapon.

Sling

A leather strap spun to hurl a metal bullet, and can be used alongside a shield. If fired in the first Round after loading, Max Result is 110 with a -20 penalty; after two Rounds of spinning, it gains a +10 bonus and Max Result rises to 130. Can throw found rocks at -10 CMB.

Thrown Axe

A handaxe when thrown, or a purpose-made throwing axe. Axes designed to be thrown get +10 CMB but -20 CMB if used in melee. Thrown weapons that miss must be retrieved on the battlefield.

Thrown Dagger

A dagger designed to be thrown. If used in melee, use Dagger stats with -20 CMB. A dirk or poniard can also be thrown at -20 CMB. Thrown weapons that miss must be retrieved.

Thrown Javelin

A hunting weapon, lighter than a short spear. If used in melee, use Short Spear stats with -20 CMB. Thrown weapons that miss must be retrieved.

Thrown Spear

A short spear when thrown. Thrown weapons that miss must be retrieved.

Two-Handed Sword

One of the most powerful melee weapons ever made. True two-handed swords are cumbersome to carry but surprisingly fast in battle. Due to the lack of defensive capabilities, it is a weapon for true masters: attack first and hard, delivering a single devastating blow.

War Hammer

A short, light mass weapon often carried as a sidearm. It has a double head with a blunt end and a thrusting spike, making it very effective against armored foes.

Whip

A difficult weapon to master, developed from a tool. Can slash with its spiked tail or grapple an opponent. Becomes ineffective at very short ranges and cannot be used within 1.5 meters.