Weapon Skill Damage Type Reach Cost Wt. Min St
Cavalry Saber Broadsword imp Thr+1 1 $500 3 9
& Heavy Scimitar cut Sw+1
Cutlass Shortsword imp Thr C,1 $300 2 7
Fencing Saber Fencing imp Thr+1 1 $400 2 -
Light Scimitar Fencing imp Thr-1 1 $500 2 7
Smallsword Fencing imp Thr+1 1 $400 1.5 -
Dress Smallsword Fencing imp Thr 1 $300 1 -
Rapier Fencing imp Thr+1 1,2 $500 2 7
Edged Rapier Fencing imp Thr+1 1.2 $1,000 3 9
Pike Spear imp Thr+3 4-6 $180 3/yard 12
Claymore - Treat as a Bastard Sword from the Basic Set. A common "barbarian" type weapon, it is little used by the more "civilized" nations.
Light Scimitar - Designed for Fencing and especially cutting, it is poor at thrushing because the curve of the blade bends upon impact. This weapon does not require a turn to ready after a swing.
Pike - A long (4- to 6 hex reach) spear. A pike weighs 3 pounds for every hex of reach. Its principal use in massed formation; the pikes are extended in front of the formation to impale the enemy. The pike is awkward. It takes 1 turn to change the hex that the point of the pike is in. Anyone closer to the pikeman than 1 hes from the point can be attacked only with a crushing blow at swing damage. Normally the pike is used with two hands, but when a pike formation is braced for a charge, the Pikemen stand on the blunt end of the pike, crouching over and holding the pike shaft with one arm extended with the pikeman's other hand usually on their sword hilts. Anyone carring a Pike is at -3 to DX and may be penalizedd even more for carrying the pike into buildings, forrests or other tight quartes.
Rapier - A light, stiff, long (2-hex reach) sword. The Rapier parries with 2/3 fencing skill, rounded down, but can make only 1 parry per turn. Most rapier fencers carry a Main Gauche for additional parring or a buckler for blocking. Rapiers can either be point-only or point-and-edge-swords. This is a change from the Basic Set.
Edged Rapier - As a rapier above, but does swing damage and takes 1 turn to ready after a cut (because the long blade overblances the hilt).
A basket hilt is a metal guard on the hilt of a sword, wrapping around the swordsman's hand. It is intended to protect the hand from blows, and can itself be used as a weapon. Basket hilts can be used on any weapon, including two-handed weapons. A basket hilt weighs 1 pound has PD 3 and DR 5 for the weapon hand only, but gives PD +1 to the entire body when used against melee weapons (acting as a small shield), but does not count against missile weapons or attacks from behind. This PD also only applies when the weapon is in hand, not when sheathed. DR only applies to the covered hand. A basket hilt adds 25% to of the costs of a good weapon of that type and costs the same no matter the quality of the weapon. For example, a good rapier costs $500. A basket hilt for it costs $125. A fine rapier costs $2,000, but a basket hilt for it still only costs $125. Of course, much more money could be (and often is!) spent on elaborate decoration.
A note on Fencing:
All fencing weapons are mutually unfamiliar weapons. Each fencing weapon is at -4 on Fencing skill to one another. But since Fencing relies greatly on training the reflexes, it only takes 100 hours of training (or 1/2 character point) to become familiar with another fencing weapon (and being able to use it without the -4 penality).
Ranged Weapon Table
Weapon Malf DMG SS ACC   1/2D Max Wt. RoF Shots ST Cost
* Arquebus 13 5d-2 16 3 100 500 9 1/60 1 10 $300
* Blunderbuss 13 8d 14 3   15 30 15 1/30 1 13 $400
* Caliver 13 5d 15 4 100 700 11 1/60 1   10 $350
* Musket (with rest) 13 6d 18 5 100 900 20 1/60 1 12 $500
** Hold-out Pistol 13 2d+2 11 1 50 300 1 1/60 1 10 $750
** Belt Pistol 13 3d+2 12 1 75 400 3 1/60 1 11 $800
** Horse Pistol 13 4d+2 13 1 100 500 5 1/60 1 12 $1,000
* - Matchlock
** - Wheel-Lock
Ammunition cost: $2 per 100 shot.
Ammunition weight: Pistol - 15 shot per pound, long gun - 10 shot per pound.
Grenades: - These are black powder weapons. A roll against that skill is nessarrary to prepare a grenade, with a fuse the desired length (usually five seconds) for throwing. Any sucess prepares the grenade; any failure is an unlit fuze; the greanader can try again in 1 turn. The grenade weighs 2 pounds and does 3d concussion and 3d fragmentation damage (see p B121-122). Distance and accuracy of the throw is based upon the throwing rules on p. B90 and B119. A sucess goes off when expected; a failure does not explode.
Black Powder and Water - All black powerder weapons malfunction more often if they are wet. The Modifiers are...
Light Rain or spray Matchlocks & grenade Malf -1.
Heavy Rain or spray Matchlocks & granade Malf -3 wheel-lock Malf -1.
Gale-force rain Matchlock will not fire at all, grades cannot be lit, wheel-locks misfire on a 10, and black powder weapons cannot be unloaded.