Weapon Group: Heavy Melle
Type Cost Dam AP Cost Min STR Range Mod Dam Type Size Weight
great Axe 50c 1d12 8 2 -10 S 7 15
Great Club 5c 1d10 10 1 -10 B 6 15
Maul/Great Hammer 25c 1d12 9 2 -10 B 6 20
Great Sword 50c 2d6 8 2 -10 S/P 7 12
Improvised Great Club n/a 1d10 15 3 -10 Var 8 var
Great Mace
Great Axe
These large, often two headed, axes are just like battle axes except larger. They are found more often in the hands of an executioner performing a beheading than on the battle field.
- Cost: 50c
- Dam: 1d12 (S)
- AP: 8
- Str min: 2
- Size: 7
- Weight: 15
Great Club
Cost: 5c
Dam: 1d10 (b)
AP: 10
Str min: 1
Size: 6
Weight: 15
Small trunks of trees, carved to give a handle, sometimes bound with metal.
Maul
Cost: 25c
Dam: 1d12 (b)
AP: 9
Str min: 2
Size: 6
Weight: 20
These oversized hammers are used for breaking up rock, breaking holes through walls, or breaking down doors. Some who have the strength need have picked them up and used them as weapons.
Use: The damage rolled is added to strength for breaking doors, floors and walls.
