Melee Weapons

Weapon Damage Cost Weight Min Str Notes
Axes
Axe Str+d6 5g 2 d6
Battle axe Str+d8 10g 10 d8
Dwarven axe-chain Str+d6 12g 15 d6 Reach 1, Parry –1, 2 hands, can be used as a weapon in each hand without Reach, ignores Shield/Weapon Parry or Cover bonus
Great axe Str+d10 20g 15 d10 Ap 1, Parry -1, Requires 2 hands
Orchish battle axe Str+d8 15g 12 d8 Parry –1, can be wielded in two hands for +1 damage
Tomahawk Str+d6 3g 4 -
Blades
Bastard Sword Str+d8 15g 10 d8 Parry –1, can be wielded in two hands for +1 damage
Dagger Str+d4 2g 1 -
Great sword Str+d10 20g 12 d10 Parry -1, Requires 2 hands
Knife, Bowie Str+d4+1 4g 2 - AP 1
Longsword Str+d8 5g 8 d6
Rapier Str+d4 10g 3 - Parry +1
Saber Str+d6 15g 4 -
Short sword Str+d6 10g 4 -
Sword cane Str+d6 4g 4 - +2 on Stealth tests when trying to conceal weapon
Thieves claws Str+d4 15g/pair 1/pair - Worn on both hands; adds +1 to Climbing rolls
Mauls
Club Str+d4 1 -
Club, War Str+d6 3g 3 d6 Parry –1; Requires 2 hands
Club, War (Bladed) Str+d8 8g 6 d8 AP 2; Parry –1; Requires 2 hands
Flail Str+d6 15g 8 - Ignores Shield/Weapon Parry or Cover bonus
Great flail Str+d8 20g 25 d8 AP 2 vs. rigid armor, –1 Parry, 2 hands, ignores Shield/Weapon Parry or Cover bonus
Light Flail Str+d4 10g 6 - Ignores 1 point of Shield/Weapon Parry or Cover bonus
Maul Str+d8 15g 20 d10 AP 2 vs. rigid armor, Parry -1, Requires 2 hands
Warhammer/Mace Str+d6 20g 8 d6 AP 1 vs rigid armor (plate mail)
Miscellaneous
Brass Knuckles Str+d4 1g 1 - User is still considered unarmed
Lariat 4g 3 - Parry –1; Reach +2; see notes
Whip Str+d4 10g 2 - Parry –1; Reach +2; see notes
Polearms
Halberd Str+d8 10g 15 d8 Reach 1, Requires 2 hands
Lance Str+d8 5g 10 d8 AP 2, when charging, Reach 2, only usable in mounted combat
Pike Str+d8 4g 25 d8 Reach 2, Requires 2 hands
Staff Str+d4 2g 8 d6 Parry +1, Reach 1, Requires 2 hands
Spear Str+d6 3g 5 - Parry +1; Reach 1; requires 2 hands

Notes

  • Lariat: This weapon can be used to perform an Agility Trick using the wielder’s Fighting skill. Success means the opponent suffers -2 Parry until his next action. With a raise the opponent falls prone, suffers a -2 Parry, and is Shaken.
  • Whip: If the wielder scores a raise on his attack roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers a -2 to his Parry until his next action.

Melee Weapons

Savage Worlds: Of Steamworks and Magick Obscura Grumpy_Jim