Weapon Type (official) | Cost | Variable Damage | Weight |
---|---|---|---|
Axe | 6 gp | 1d8 | 6 lb. |
Club | 3 gp | 1d4 | 3 lb. |
Dagger | 3 gp | 1d4 | 1 lb. |
Flail | 3 gp | 1d6 | 5 lb. |
Hammer, war | 7 gp | 1d6 | 5 lb. |
Lance | 7 gp | 1d6 | 10 lb. |
Mace | 5 gp | 1d6 | 3 lb. |
Morningstar | 5 gp | 1d6 | 6 lb. |
Pick | 5 gp | 1d6 | 3 lb. |
Pole Arm | 7 gp | 1d10 | 15 lb. |
Quarterstaff | 2 gp | 1d6 | 4 lb. |
Spear | 3 gp | 1d6 | 6 lb. |
Sword, long | 10 gp | 1d8 | 4 lb. |
Sword, short | 7 gp | 1d6 | 2 lb. |
Sword, two-handed | 15 gp | 1d10 | 15 lb. |
Trident | 4 gp | 1d6 | 4 lb. |
Basic Melee Weapons are the primitive hand-to-hand weapons common in most fantasies.
Ranges | Range | ||
---|---|---|---|
(official) | Short | Medium | Long |
Axe | <10’ | <20’ | <30’ |
Dagger | <10’ | <20’ | <30’ |
Oil | <10’ | <30’ | <50’ |
Spear | <20’ | <40’ | <60’ |
The table on the right and above list melee weapons as seen in the Mutant Future rulebook. Their inclusion are for reference.
In the default rules, a target at short range grants the thrower a +1 bonus to-hit, while a long-range target imposes a -1 penalty to-hit.
The notes and tables below are house-rule items.