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
- Hands — Whether the weapon is used one-handed (1H) or two-handed (2H). A 1H weapon can be paired with a shield or off-hand weapon. When wielding a 2H weapon, no more than half the total CMB can be used to Parry.
- Skill — The Skill Bonus used to determine CMB. Some weapons list a secondary skill with a penalty (e.g., "Blades -20"), meaning attacks with that skill suffer a CMB penalty.
- Clumsy Range — If the Unmodified Attack Roll falls within 1 to this number, the attack automatically misses and the attacker rolls on the Weapon Fumble table.
- Length — The reach of the weapon (Hand, Short, Long, Longest), used in the Tactical Round to determine who strikes first. Longer weapons generally act first in melee.
- Attack Table — The Attack Table consulted to resolve attacks with this weapon.
- Max Result — The cap on the modified Attack Roll result. Rolls higher than this value are treated as this number. Heavier weapons have higher caps and can inflict greater damage.
- Prim. Crit — The primary type of Critical Strike dealt (Impact, Pierce, Cut, Grapple).
- Alt. Crit — An alternate Critical Strike type the attacker may freely choose to inflict instead of the primary.
- Range — Base range in meters for ranged and thrown weapons. No CMB penalty within Base Range. Medium range (×1 to ×2) is -25 CMB; Long (×2 to ×3) is -50 CMB; Extreme (×3 to ×4) is -75 CMB.
- Qualities — Special properties of the weapon. See Weapon Qualities below.
Weapon Qualities
- Backstab — When attacking a Surprised or Held enemy, ignore the target's worn armor and read the result on the No Armor column of the Attack Table. Does not ignore natural armor.
- Hand and a Half — Can be used two-handed at full stats, or one-handed with a -10 penalty to the Attack Roll.
- Heavy — Cannot be used to attack unless the wielder spends a Half Action to ready it first.
- Load (N) — Number of Rounds normally needed to reload this missile weapon. Reduced to a Half Action with Quick Load.
- Martial — Grants a +20 bonus to all Martial Moves performed with this weapon.
- Mighty — Grants +20 to CMB when attacking without Parrying.
- Quick Load — This missile weapon can be reloaded with a Half Action instead of a full Round.
- Reach — The wielder can attack from the second line with a -20 penalty to their Attack Roll.
- Unreliable — When fumbled, this weapon inflicts a Superficial Critical Strike of the same type as its Primary Crit on its own wielder, in addition to the fumble result.
Weapons Table
| Weapon | Hands | Skill | Clumsy | Length | Table | Max | Prim. Crit | Alt. Crit | Range | Qualities |
|---|---|---|---|---|---|---|---|---|---|---|
| One-Handed Melee | ||||||||||
| Arming Sword | 1H | Blades | 3 | Long | Edged | 140 | Cut | — | — | Martial |
| Ball & Chain | 1H | Blunt | 8 | Short | Blunt | 150 | Impact | — | — | Unreliable |
| Battle Axe | 1H | Blunt / Blades -20 | 5 | Long | Edged | 150 | Cut | Impact | — | Hand and a Half |
| Club | 1H | Blunt | 4 | Hand | Blunt | 110 | Impact | — | — | — |
| Dagger | 1H | Brawl / Blades | 1 | Hand | Edged | 120 | Pierce | — | — | Backstab |
| Falchion | 1H | Blades | 5 | Short | Edged | 150 | Cut | — | — | Martial |
| Handaxe | 1H | Blunt / Blades -20 | 2 | Hand | Blunt | 130 | Cut | Impact | — | — |
| Heavy Mace | 1H | Blunt | 3 | Short | Blunt | 140 | Impact | — | — | Martial |
| Lance | 1H | Polearm | 8 | Longest | Edged | 175 | Pierce | — | — | Mighty |
| Light Mace | 1H | Blunt | 2 | Short | Blunt | 120 | Impact | — | — | Martial |
| Longsword | 1H | Blades | 4 | Long | Edged | 150 | Cut | Pierce | — | Hand and a Half, Martial |
| Rapier | 1H | Blades | 4 | Long | Edged | 130 | Pierce | Cut | — | Martial |
| Scimitar | 1H | Blades | 3 | Short | Edged | 140 | Cut | — | — | Martial |
| Short Spear | 1H | Polearm | 5 | Long | Edged | 140 | Pierce | — | — | Hand and a Half |
| Short Sword | 1H | Blades | 2 | Short | Edged | 130 | Cut | Pierce | — | Backstab |
| War Hammer | 1H | Blunt | 4 | Short | Blunt | 130 | Impact | Pierce | — | Martial |
| Whip | 1H | Blunt | 8 | Longest | Blunt | 130 | Grapple | Cut | — | Heavy, Reach, Martial |
| Two-Handed Melee | ||||||||||
| Bardiche | 2H | Polearm | 7 | Longest | Edged | 175 | Cut | Pierce | — | Reach, Mighty |
| Flail | 2H | Blunt | 8 | Long | Blunt | 175 | Impact | — | — | Unreliable, Heavy, Mighty |
| Footman's Mace | 2H | Blunt | 5 | Long | Blunt | 150 | Impact | — | — | Heavy, Mighty, Martial |
| Greataxe | 2H | Polearms / Blunt -10 | 6 | Long | Edged | 175 | Cut | Impact | — | Heavy, Mighty |
| Halberd | 2H | Polearm | 6 | Longest | Edged | 150 | Cut | Pierce | — | Mighty, Martial |
| Long Spear | 2H | Polearm | 6 | Longest | Edged | 175 | Pierce | — | — | Reach, Mighty |
| Mattock | 2H | Blunt | 5 | Long | Blunt | 175 | Impact | Pierce | — | Heavy, Mighty |
| Quarterstaff | 2H | Polearm | 6 | Long | Blunt | 130 | Impact | — | — | — |
| Two-Handed Sword | 2H | Blades | 6 | Long | Edged | 175 | Cut | Pierce | — | Heavy, Mighty |
| Unarmed | ||||||||||
| Armored Fist | 1H | Brawl | 1 | Hand | Unarmed | Varies | Impact | — | — | — |
| Grappling | 2H | Brawl | 5 | Hand | Unarmed | Varies | Grapple | — | — | — |
| Kick | 1H | Brawl | 2 | Hand | Unarmed | Varies | Impact | — | — | — |
| Punch | 1H | Brawl | 1 | Hand | Unarmed | Varies | Impact | — | — | — |
| Ranged | ||||||||||
| Composite Bow | 2H | Ranged | 5 | — | Missile | 150 | Pierce | — | 25m | Load (1), Quick Load |
| Heavy Crossbow | 2H | Ranged | 4 | — | Missile | 175 | Pierce | — | 30m | Load (2) |
| Light Crossbow | 2H | Ranged | 3 | — | Missile | 150 | Pierce | — | 20m | Load (1) |
| Long Bow | 2H | Ranged | 6 | — | Missile | 175 | Pierce | — | 35m | Load (1) |
| Short Bow | 2H | Ranged | 4 | — | Missile | 140 | Pierce | — | 20m | Load (1), Quick Load |
| Sling | 1H | Ranged | 7 | — | Missile | 110/130 | Impact | — | 15m | Load (1) |
| Thrown Axe | 1H | Ranged | 4 | — | Missile | 120 | Cut | — | 3m | — |
| Thrown Dagger | 1H | Ranged | 2 | — | Missile | 110 | Pierce | — | 3m | — |
| Thrown Javelin | 1H | Ranged | 3 | — | Missile | 140 | Pierce | — | 10m | — |
| Thrown Spear | 1H | Ranged | 3 | — | Missile | 130 | Pierce | — | 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.