WEAPONS-HAFTED
WEAPON
Weight
PS
MD
%
Damage
Range
Class
Use
Cost
Max
Rank
A
War Axe
4
12
15
50
4
4
B
RM
20
8
B
Arit
3
13
15
60
4
-
B
M
25
8
C
War club
3
14
10
50
2
6
C
RM
5
8
D
Flail
4
12
15
55
4
-
C
M
15
8
E
Morningstar (1-2)
5
18
15
60
5
-
C
M
30
8
F
Dire Flail (2)
20
22
17
60
8
-
C
M
50
8
G
Mace
5
16
9
50
4
-
C
M
15
9
H
Heavy Mace
9
20
10
60
6
-
C
M
25
9
I
Aspergillium
5
13
14
50
4
-
C
M
15
8
J
War Hammer
5
15
13
60
4
6
C
RM
30
8
K
Great Hammer (2)
10
21
15
55
7
-
C
M
25
8
L
Mattock (2)
6
19
14
55
6
-
C
M
20
8
M
Giant Axe
25
29
12
65
10
6
B
RM
50
8
N
Giant Mace
25
28
10
50
8
8
C
RM
40
9
O
Giant Club
10
25
10
50
7
6
C
RM
10
8
Club: Torches, chairs, tankards, etc may be used with this skill.  Torches that are used against wild, unintelligent animals may cause
them to run off in fear if they fail to roll under 4 X WP, otherwise they ignore the fire.
Aspergillum: Aspergillums are modified maces with a hollow core that contains 5 doses of holy water that can do damage to undead &
demons.  Clerics are trained in the use of the aspergillum, but normal characters may use them as well and release one dose of holy
water in a pulse doing +2 damage to undead & demons.
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O