Medieval Weapons

GURPS Medieval Weapons Tables

Axe/Mace

Name Type Amount Reach Min. ST Cost Weight Notes
Axe Cut Swing+2 1 12 50 4 1 turn to ready after swing. 
Hammer Crush Swing+2 1 12 35 4 1 turn to ready after swing. 
Hatchet Cut Swing 1 7 40 2 Throwable. 1 turn to ready. 
Heavy Club Crush Swing+2 1 7 20 2 1 turn to ready after swing. 
Kama Cut Swing+2 1,2 11 70 3 1 turn to ready after swing. 
Mace Crush Swing+3 1 12 50 5 1 turn to ready. 
Pick Imp Swing+1 1 11 70 3 1 turn to ready. May get stuck
Small Mace Crush Swing+2 1 11 35 3 1 turn to ready. 
Tessen Crush Swing+2 C,1 11 100 3 1 turn to ready after swing. 
Throwing Axe Cut Swing+2 1 12 60 4 Throwable. 1 turn to ready. 
Tomahawk (metal) Cut
Imp
Swing+1
Swing
1
1
8 45 2.5 May be thrown. Does not become unready to parry. 
Tomahawk (stone) Crush Swing+1 1 9 10 3 Does not become unready to parry. 

Blackjack

Name Type Amount Reach Min. ST Cost Weight Notes
Blackjack Crush Thrust C 7 20 1 May not parry. 

Brawling

Name Type Amount Reach Min. ST Cost Weight Notes
Brass Knuckles Crush Punch+2 C,1 0 30 1 Receives Karate/Brawling Bonuses. 
Combat Fan Cut
Crush
Thrust-2
Thrust
C
C,1
0 40 1 (open)Max damage 1d-1, uses Karate or DX-2
(closed)Receives Karate Bonus 
Neko-deh Cut
Imp
Swing-2
Thrust
C
C
0 100 1 Receives Karate/Brawling Bonuses. 

Broadsword

Name Type Amount Reach Min. ST Cost Weight Notes
Backsword Cut
Imp
Swing+1
Thrust+1
1
1
10 550 3 Full basket hilt 
Bastardsword Cut
Crush
Swing+1
Thrust+1
1,2
2
11 650 5 1 turn to ready after swing. 
Broadsword Cut
Crush
Swing+1
Thrust+1
1
1
10 500 3 Blunt 
Cavalry Saber/Scimitar Imp
Cut
Thrust+1
Swing+1
1
1
9 500 3  
Dau Cut
Imp
Swing+2
Thrust
1
1
11 700 5  
Estoc Imp
Crush
Thrust+2
Swing+1
1
1
10 500 2 Blunt-edged. Used to defeat chainmail. 
Hook Sword Crush
Cut
Swing+1
Thrust
1
C,1
10 200 3 Can disarm.
Bladed hand guard. 
Jiann(long sword) Cut
Imp
Swing
Thrust+1
1
1,2
8 700 3 Used primarily for thrusting. 
Light Club Crush Swing+1 1 10 10 3  
Otta Crush
Crush
Swing+1
Thrust+1
1
1
10 60 3 S-shaped club. 
Sword-Rapier Cut
Imp
Swing+1
Thrust+1
1
1,2
10 500 2.75  
Thrusting Bastardsword Cut
Imp
Swing+1
Thrust+2
1,2
2
11 750 5 1 turn to ready after swing. 
Thrusting Broadsword Cut
Imp
Swing+1
Thrust+2
1
1
10 600 3  

Cload

Name Type Amount Reach Min. ST Cost Weight Notes
Light Cload Special See CI132 1+ 0 20 2 Used to Block(PD 1). Can be thrown. 

Cloak

Name Type Amount Reach Min. ST Cost Weight Notes
Heavy Cloak Special See CI132 1+ 0 50 5 Used to Block(PD 2). Can be thrown. 

Fencing

Name Type Amount Reach Min. ST Cost Weight Notes
Dress Smallsword Imp Thrust 1 0 300 1 Maximum 1d damage. 
Fencing Saber Imp
Cut
Thrust+1
Swing-1
1
1
0 400 2 Maximum thrust damage 1d+2.
Max swing damage 1d. 1/3 chance of break if swung at DR 2 or more. 
Jiann Imp
Cut
Thrust+1
Swing
1,2
1
8 700 3 Parry is 2/3 Fencing skill 
Rapier Imp Thrust+1 1,2 0 500 2.5 Maximum 1d+1 damage. 
Rapier(extra narrow) Imp Thrust+1 1,2 7 500 2 Maximum 1d+1 damage. 1/2 chance to break if parries swung weapon 3x its weight. 
Saber Cut
Imp
Swing
Thrust+1
1
1
7 700 2 Maximum Thrusting damage: 1d+2. 
Slashing Rapier Imp
Cut
Thrust+1
Swing
1,2
1,2
7 1000 2 Maximum 1d+1 thrust damage.
1 turn to ready after swing. 
Smallsword Imp Thrust+1 1 0 400 1 Maximum 1d+1 damage. 
Sword-Rapier Cut
Imp
Swing+1
Thrust+1
1
1,2
10 500 2.75  

Flail

Name Type Amount Reach Min. ST Cost Weight Notes
Flail Crush Swing+4 1,2 13 100 8 2 handed. 1 turn to ready. 1 turn to change reach. 
Grain Flail Crush Swing+2 2,3 12 20 8 1 turn to ready. Becomes unready if used to parry. 
Kusari Crush Swing+2 1-4 11 70 5 1 turn to ready per yard of attack. Becomes unready if used to parry. 
Morningstar Crush Swing+3 1 12 80 6 1 turn to ready. 
Nunchaku Crush Swing+2 1,2 10 20 2 1 turn to ready. 
Three-Part Staff Crush
Crush
Swing+4
Swing+2
1-3
C,1
11 60 5 All attacks are at -1 to skill. 1 turn to ready. Becomes unready if used to parry.
Two separate attacks, 1 turn to ready after this as well. 

Jitte/Sai

Name Type Amount Reach Min. ST Cost Weight Notes
Jitte Crush
Crush
Thrust
Swing
C,1
C
7 20 1 Blunt point. Used to disarm. 
Sai Imp
Crush
Thrust
Swing
C,1
C
8 30 1 Sharp point. Can also disarm 

Katana

Name Type Amount Reach Min. ST Cost Weight Notes
Bokken Crush
Crush
Swing+1/+2
Thrust+1
1,2
1
11 40 11 Wooden training sword. +1 swing damage when used two-handed. 
Gum Cut
Imp
Swing+1/+2
Thrust+1
1,2
1
11 650 5 Usually of fine quality. +1 to swing damage when used two-handed. 
Katana Cut
Imp
Swing+1/+2
Thrust+1
1,2
1
11 650 5 Usually of fine quality. +1 to swing damage when used two-handed. Does crushing damage when swung scabbarded. 
Shinai Crush
Crush
Swing-1/Swing
Thrust-1
1,2
1
9 40 3 Bamboo training sword. 
Tachi Cut
Imp
Swing+1
Thrust+1
1,2
2
11 650 5 Designed for use from horseback. 

Knife

Name Type Amount Reach Min. ST Cost Weight Notes
Balisong Cut
Imp
Swing-3
Thrust-1
C,1
1
0 30 0.5 +1 Holdout skill. Max 1d+1 damage. 

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