Conventional Melee Weapons

WEAPON
COST
DAMAGE
PROPERTIES
WEIGHT (POUNDS)
RANGE (FEET)
NOTES
Glaive
20 cc
1D10 laceration
Reach +5, two-handed, heavy
6
-
Halberd
40 cc
1D10 laceration
Reach +10, two-handed, heavy
6
-
Lance
10 cc
1D12 puncture
Reach +5, two-handed, heavy
6
-
Spear
5 cc
1D6 puncture
Thrown
3
15
Battleaxe
10 cc
1D8 laceration
-
4
-
Greataxe
30 cc
1D12 laceration
Two-handed, heavy
7
-
Handaxe
5 cc
1D6 laceration
Thrown, light
2
20
Dagger
3 cc
1D4 puncture
Thrown, light
1
20
Greatsword
50 cc
2D6 laceration
Two-handed, heavy
6
-
Longsword
15 cc
1D8 laceration
-
3
-
Rapier
25 cc
1D8 puncture
Light
2
-
Scimitar
25 cc
1D6 laceration
-
3
-
Shortsword
15 cc
1D6 puncture
Light
2
-
Greatclub
5 cc
1D8 bludgeoning
Two-handed, heavy
10
-
Mace
10 cc
1D6 bludgeoning
-
4
-
Maul
40 cc
2D6 bludgeoning
Two-handed, heavy
10
-
Morningstar
15 cc
1D8 puncture
-
4
-
Quarterstaff
3 cc
1D4 bludgeoning
-
4
-
Whip
3 cc
1D4 laceration
Reach +15
3
-
Can be used to grapple (CR 10).

Energy Melee Weapons

WEAPON
COST
DAMAGE
PROPERTIES
WEIGHT (POUNDS)
RANGE (FEET)
NOTES
Power Axe
1,000 cc
1D10 laceration
Two-handed
8
0
Photonic Blade
400 cc
1D8 puncture
Two-handed, heavy
5
0
Photonic Mace
250 cc
1D6 bludgeoning
-
4
0
Plasma Whip
150 cc
1D4 acid
Reach +15, light
2
0
Can be used to grapple. Inflicts 1D4 damage after each of the target's turns if still grappled (CR 10).
Energy Saber
550 cc
2D6 laceration
Two-handed, heavy
6
0

Conventional Ranged Weapons

WEAPON
COST
DAMAGE
PROPERTIES
WEIGHT (POUNDS)
RANGE (FEET)
NOTES
Glaive
20 cc
1D10 laceration
Reach +5, two-handed, heavy
6
-
Halberd
40 cc
1D10 laceration
Reach +10, two-handed, heavy
6
-
Lance
10 cc
1D12 puncture
Reach +5, two-handed, heavy
6
-
Spear
5 cc
1D6 puncture
Thrown
3
15
Battleaxe
10 cc
1D8 laceration
-
4
-
Greataxe
30 cc
1D12 laceration
Two-handed, heavy
7
-
Handaxe
5 cc
1D6 laceration
Thrown, light
2
20
Dagger
3 cc
1D4 puncture
Thrown, light
1
20
Greatsword
50 cc
2D6 laceration
Two-handed, heavy
6
-
Longsword
15 cc
1D8 laceration
-
3
-
Rapier
25 cc
1D8 puncture
Light
2
-
Scimitar
25 cc
1D6 laceration
-
3
-
Shortsword
15 cc
1D6 puncture
Light
2
-
Greatclub
5 cc
1D8 bludgeoning
Two-handed, heavy
10
-
Mace
10 cc
1D6 bludgeoning
-
4
-
Maul
40 cc
2D6 bludgeoning
Two-handed, heavy
10
-
Morningstar
15 cc
1D8 puncture
-
4
-
Quarterstaff
3 cc
1D4 bludgeoning
-
4
-
Whip
3 cc
1D4 laceration
Reach +15
3
-
Can be used to grapple (CR 10).

Energy Ranged Weapons

WEAPON
COST
DAMAGE
PROPERTIES
WEIGHT (POUNDS)
RANGE (FEET)
NOTES
Glaive
20 cc
1D10 laceration
Reach +5, two-handed, heavy
6
-
Halberd
40 cc
1D10 laceration
Reach +10, two-handed, heavy
6
-
Lance
10 cc
1D12 puncture
Reach +5, two-handed, heavy
6
-
Spear
5 cc
1D6 puncture
Thrown
3
15
Battleaxe
10 cc
1D8 laceration
-
4
-
Greataxe
30 cc
1D12 laceration
Two-handed, heavy
7
-
Handaxe
5 cc
1D6 laceration
Thrown, light
2
20
Dagger
3 cc
1D4 puncture
Thrown, light
1
20
Greatsword
50 cc
2D6 laceration
Two-handed, heavy
6
-
Longsword
15 cc
1D8 laceration
-
3
-
Rapier
25 cc
1D8 puncture
Light
2
-
Scimitar
25 cc
1D6 laceration
-
3
-
Shortsword
15 cc
1D6 puncture
Light
2
-
Greatclub
5 cc
1D8 bludgeoning
Two-handed, heavy
10
-
Mace
10 cc
1D6 bludgeoning
-
4
-
Maul
40 cc
2D6 bludgeoning
Two-handed, heavy
10
-
Morningstar
15 cc
1D8 puncture
-
4
-
Quarterstaff
3 cc
1D4 bludgeoning
-
4
-
Whip
3 cc
1D4 laceration
Reach +15
3
-
Can be used to grapple (CR 10).