Carry: — Disadvantaged carry: — Can't move: —
| Light Weapons (d6/d — roll 2d6 take worst) | |
| Dagger/Knife | Can be thrown (AGI). Damage d6/a (2d6 take best) when grappling or enemy prone. |
| Hatchet | Can be thrown. On critical, can forgo extra damage to auto-grapple opponent. |
| Staff/Stick | On critical, forgo extra damage to knock enemy prone. |
| Medium Weapons (d6) | |
| Sword | On critical Dodge success, immediately make counterattack. |
| Battle Axe | On critical, forgo extra damage to tear enemy's weapon away. |
| Flail | Ignores shields. |
| Spear | Can interrupt anyone moving into attack range, regardless of initiative. |
| Mace | On critical, forgo extra damage to stun one round. |
| Missile Weapons | |
| Sling (d6/d) | On 6 damage, enemy stunned 1 round instead of exploding. |
| Javelin (d6) | On a hit, may forgo damage to destroy enemy shield. |
| Shortbow (d6) | May move, attack, and move again. |
| Longbow (d6) | May spend up to 3 rounds aiming for +1 attack and damage per round. |
| Armor | |
| Light Armor | Reduces damage by 1. Piecemeal leather, studs, spikes, bronze plates, etc. |
| Medium Armor | Reduces damage by 2. Lamellar, metal ring on leather, full suits, etc. |
| Heavy Armor | Reduces damage by 3. Nearly as rare as magic items. Customized chain, plate or scale. |
| Shield | Reduces damage by 1. Can be sacrificed to reduce all damage from one attack to 0. |