Equipment Groups (POCT)

__TOC__
As long as people have been making weapons, different cultures have produced different types of armaments. One wouldn't expect to find an English longbow in ancient Greece, or a samurai's katana in medieval Venice. Of course, many AD&D campaigns aren't very "realistic," but even in the most cosmopolitan settings there will be local standards of technology and preferred weapons and equipment.
It's always possible for rare or unusual weapons to trickle into an area from outside. For example, if a tribe of jungle savages has been trading with a more advanced culture, it's quite likely that they may have learned metalworking or at least be armed with steel spearheads and arrowheads they traded for. Despite this, players should try to equip their characters in a reasonable and consistent fashion. A Viking-like barbarian from the far north has no business beginning a campaign equipped with a blowgun, katana, or scimitar. It's far more reasonable for the character to wear chain mail and carry a throwing axe and long sword. The DM is the final judge of what a character can reasonably expect to be able to find in any particular area.
==Reading the Equipment Lists==
The culture lists include the following information:
Name: Most weapons have been described by their common AD&D equivalent, so a flamberge or zweihander is simply referred to as a two-handed sword. There are some exceptions—for example, the gladius, which is just a short sword. The individual weapon descriptions that follow the tables make note of any additional names by which the weapon is known.
Cost: Each weapon has a listed cost based on the standard AD&D monetary system. Many weapons have different costs on different tables; these are weapons that are rarer in the one setting than the other. If the weapon has a "—" for cost, it is effectively free, since it can easily be made by any character.
==Stone Age or Savage Cultures==
Stone Age cultures are rare in most AD&D campaigns. Only the most isolated areas can be considered to be in the Stone Age. In our own history, most Stone Age cultures disappeared thousands of years ago—but those that did survive still live today, in the remote areas of Malaysia and South America.
Just because a culture uses Stone Age technology doesn't mean that it is primitive or barbaric. Native Americans enjoyed complex, advanced societies without metal tools or weapons. Therefore, this category can also be used to describe Aztec-like civilizations that exist as contemporaries of societies with more advanced technology.
Savage settings are found in physically remote areas where primitive societies have gained access to metalworking technology. This is a good catch-all category for equipping barbaric jungle tribes, fierce nomads, or tribes of cannibals. Historically, many African, Asian, and Malaysian nations were considered "savages" by Western European explorers as late as the early part of this century. These unique cultures suffered terribly at the hands of their supposedly more-civilized visitors.
Stone Age weapons include a variety of missiles developed from basic hunting tools. They tend to be inferior to even Bronze Age arms, which were designed as implements of war. Armor is light or nonexistent and consists of a hide-covered shield and leather, hide, or cord body armor at best.
Savage arms include improved metal-headed versions of many Stone Age weapons. Savage armor is also light, but includes copper or bronze reinforcement. In some cases, very sophisticated lamellar or scale armor of wood, bone, or leather may be available. Historically, chain mail appeared in the 18th and 19th century among Malaysian and Asian tribes, hundreds of years after Europeans abandoned its use.
 Stone Age and Savage Settings
Name 	Cost
Adze 	3 gp
Axe 	
Battle 	15 gp
Hand/throwing 	6 gp
Stone 	5 sp
Blowgun 	1 gp
Barbed dart 	1 sp
Needle 	2 cp
Bolas 	5 sp
Boomerang 	5 sp
Bow 	
Short 	15 gp
flight arrow 	3 sp/12
stone arrow 	3 cp/12
Club 	—
War 	2 gp
Dagger 	2 gp
Bone 	1 sp
Stone 	2 sp
Dart 	5 sp
Harpoon 	20 gp
Bone 	1 gp
Javelin 	5 sp
Stone 	5 cp
Knife 	5 sp
Bone 	3 cp
Stone 	5 cp
Throwing 	5 gp
Lasso 	5 sp
Parang or Machete	8 gp
Quarterstaff 	—
Rock 	—
Sling 	5 cp
Stone 	—
Spear 	2 gp
Stone 	2 sp
: Italic entries are only available in metal-using Stone Age or savage settings.
==Tools/Common==
This list includes anything that is commonly available as a tool or so universal that any culture would have access to it. Picks, spades, and sledge hammers can be found in any town and can make serviceable weapons if swords and bows aren't available. Regardless of the actual setting used, anything on this table can be wielded as a weapon by a character. Note that Stone Age or Savage cultures are not assumed to have access to these implements, which is why the Tools/Common list follows the Stone Age list.
The DM is free to rule that any particular tool or device is unavailable for selection as a weapon proficiency. Most people don't plan on wielding lanterns or spades as weapons on a regular basis.
 Tools and Common Materials
Name 	Cost
Adze 	3 sp
Belaying pin 	2 cp
Bottle 	—
Club 	—
Great 	2 gp
Flail 	
Grain 	5 sp
Fork 	8 sp
Gaff/hook 	
Attached 	2 gp
Held 	5 cp
Grapple 	5 gp
Hatchet 	2 gp
Hammer 	5 sp
Harpoon 	20 gp
Holy symbol, big	25 gp
Knife 	5 sp
Lantern 	varies
Lasso 	5 sp
Machete 	8 gp
Oil flask 	6 cp
Pick 	4 gp
Pry bar 	2 gp
Quarterstaff 	—
Sap 	5 sp
Scourge 	2 gp
Scythe 	3 gp
Sickle 	6 sp
Sledge hammer 	2 gp
Sling 	5 cp
Bullet 	5 cp
Stone 	—
Spade 	1 gp
Torch 	1 cp
Vial 	8 sp
Whip 	1 sp
==The Bronze Age and Ancient Cultures==
The first metal weapons were made from copper. It was easy to mine and easy to work, but proved to be very soft. By adding tin to copper, a much stronger alloy known as bronze was created. The early civilizations of Egypt and Mesopotamia were manufacturing bronze weapons more than 4,000 years ago.
Unlike Stone Age or savage cultures, Bronze Age cultures are almost never found as contemporaries of more advanced civilizations. Once a nation or tribe masters the working of iron, bronze rapidly falls out of favor. This category is good for campaigns set in ancient times, or for equipping warriors who are somehow displaced in time.
At the beginning of this era, a battle consisted of two mobs of armed men meeting in a brutal melee. By the end of the Bronze Age, sophisticated phalanxes of spearmen and a firm grasp of tactics enabled the Greek city-states to dominate the ancient world. The chariot ruled the battlefield for a while, only to be replaced by more maneuverable cavalry.
Spears, bows, and slings are the most common weapons of this time period. Axes and swords are rarer. Swords evolved from primitive, sickle-shaped chopping weapons into the Greek xiphos, a well-made short sword used for thrusting and slashing.
Armor runs the gamut from none at all to sturdy coats of metal lamellar or scales and bronze breastplates and greaves. The armor type known as bronze plate mail has no real historical model, but is included as a logical extension of bronze plates worn over more of the body.
 Bronze Age, Ancient Cultures
Name 	Cost
Adze 	3 sp
Battle axe 	5 gp
Bow 	
Arrow, flight 	3 sp/12
Composite short bow	75 gp
Long bow 	75 gp
Short bow 	30 gp
Cestus 	1 gp
Dagger 	2 gp
Dart 	5 sp
Hand/throwing 	1 gp
Javelin 	5 sp
Lance, light 	6 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Mace-axe 	12 gp
Pike 	5 gp
Quarterstaff 	—
Spear 	8 sp
One-handed 	—
Two-handed 	—
Spear, long 	5 gp
Staff sling 	2 sp
Stinkpot 	1 sp
Stone 	—
Sword 	
Broadsword 	30 gp
Khopesh 	15 gp
Sapara 	10 gp
Short 	15 gp
Sword-axe 	20 gp
Trident 	15 gp
Two-handed axe 	15 gp
Warhammer 	2 gp
War club 	2 gp
During this period, iron weapons began to appear. If an iron weapon is used against armor made of bronze, horn, wood, or any weaker material, the attacker gains a +1 bonus to hit. Similarly, if a bronze weapon is used against iron armor, the attacker suffers a –1 penalty to hit. Bronze-on-bronze or iron-on-iron match-ups provide no special bonuses or penalties.
Iron weapons and armor may be considered to be nonexistent, rare, or common in this setting. If the DM decides they're nonexistent, no character can obtain them. If iron is rare, any weapon or armor made of iron can be purchased for triple the listed cost. If iron is common, iron arms can be purchased at the listed cost. Of course, if iron is common, just about everyone else will have it, too.
==Roman==
The military system of Rome conquered half the known world. At its height, the Roman Empire stretched from Spain to Palestine and England to Egypt. Roman legionaries were equipped with a cuirass and helmet of iron, a large curved shield, a type of javelin called a pilum, and a gladius, or short sword. They fought in disciplined, spaced ranks that permitted men in the rear to step forward and relieve tired men in the front line, keeping fresh men in contact with the enemy.
Later in the Roman Empire, cavalry became more and more important. In time, it replaced the infantry legions as the primary weapon of the empire. The emphasis on cavalry led to the development of longer swords and the use of heavier lances in shock charges.
Rome's civilized enemies were equipped in much the same way as her own legions. However, the empire was also confronted with barbaric Gauls, Celts, and Germans. Their warriors often fought with no armor and only a spear and shield. It wasn't until the decline of the empire that the legions could be defeated by their ill-equipped foes.
 Roman Cultures
Name 	Cost
Battle axe 	5 gp
Bow 	
Arrow, flight 	3 sp/12
Composite short bow	75 gp
Long bow 	75 gp
Short bow 	30 gp
Cestus 	1 gp
Dagger 	2 gp
Dart 	5 sp
Hand/throwing 	1 gp
Javelin 	5 sp
Lance 	
light 	6 gp
medium 	10 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Net 	5 gp
Pilum 	1 gp
Quarterstaff 	—
Spear 	8 sp
Spear, long 	5 gp
Staff sling 	2 sp
Stinkpot 	1 sp
Stone 	—
Sword 	
Broadsword 	15 gp
Drusus 	50 gp
Gladius 	10 gp
Spatha 	15 gp
Trident 	15 gp
Warhammer 	2 gp
==Dark Ages==
The Dark Ages are usually considered to extend from the end of the Western Roman Empire to the Norman invasion of England. While Western Europe was in turmoil, the neighboring areas were in far better shape. The Eastern Roman Empire, or Byzantium, survived and grew strong, retaining control of modern-day Turkey and Greece. Islam spread throughout the Levant and northern Africa, bringing enlightenment and civilization.
This grouping of equipment represents a barbarian or backwater kingdom in a fantasy campaign. Since no armor heavier than chain mail exists, many of the weapons that evolved to pierce or defeat armor have not been invented yet. It's good for Viking-like cultures and humanoid hordes.
The Dark Ages saw one very important innovation in Western Europe: the introduction of the stirrup. This allowed a mounted man to wield heavier weapons and deliver a stronger blow without fear of falling off his horse. This innovation signaled the beginning of the horseman's ascendancy on the battlefield. By the year a.d. 900, the most devastating weapon on the battlefield was the charge of heavy cavalry. No infantry formation could hope to withstand it, and lighter cavalry had to move aside or be crushed.
In the West, armor was generally light until late in this period. Chain mail was too expensive for anyone except chieftains and picked bodyguards. By the end of the Dark Ages, chain mail had become far more prevalent. Metal lamellar and scale were widely used in Byzantine and Muslim armies, although light infantry usually did without any armor at all.
 The Dark Ages
Name 	Cost
Battle axe 	5 gp
Bow 	
Arrow, flight 	3 sp/12
Arrow, sheaf 	3 sp/6
Composite short bow	75 gp
Long 	75 gp
Short 	30 gp
Caltrop 	2 gp/12
Crossbow 	
Light crossbow 	60 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Dagger 	2 gp
Dart 	5 sp
Hand/throwing 	1 gp
Javelin 	5 sp
Lance 	
light 	6 gp
medium 	10 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Quarterstaff 	—
Spear 	8 sp
Spear, long 	5 gp
Staff sling 	2 sp
Stinkpot 	1 sp
Stone 	—
Sword 	
Broadsword 	20 gp
Long sword 	45 gp
Sabre 	30 gp
Short sword 	15 gp
Two-handed axe 	15 gp
Warhammer 	2 gp
==The Crusades==
The Crusaders fought their way to the Holy Land at the end of the 11th century and founded kingdoms that would last almost 200 years. This is often referred to as the Age of Mail; chain mail was the prevalent form of personal protection throughout this period. By the time of the Crusades, the armored knight had become the heavy cavalry of Western Europe. It was said that a Crusader charge could carry "through the walls of Babylon."
The knights of the First Crusade were unruly, quarrelous, and impetuous. They had little grasp of battlefield tactics or maneuvers. The Syrians, Turks, and Fatimids who faced them were often commanded by noble warriors who displayed great skill and subtlety with their armies. But as often as not the Crusaders won the day through sheer hard fighting and weight of armor. It was not unusual for a band of Crusaders to take on a force of Turks or Syrians several times its own size and prevail.
The Crusades saw several important technological innovations. Chain mail hauberks were now augmented by chain mittens and leggings for complete protection. Crossbows first saw widespread use at this time. They proved especially useful for keeping horse archers away from a formation, since they outranged the cavalry's lighter bows. Crossbows also had excellent penetration power, punching through armor that could stop most bow shots.
At the end of this period, plate armor began to appear. At first, plates were used to increase the protection over the shoulders and chest of a mailed knight. Within a span of only 50 years, chain mail had been largely replaced.
In addition to the Crusades in the Holy Land, this era also saw the great Mongol conquests of Russia, Hungary, and Poland.
In game terms, the Crusades represent an early Middle Ages society. Without pikes and longbows to counter them, mailed knights owned the battlefield. A fair number of standard fantasy settings center on this level of technology; for example, the armies of J.R.R. Tolkien's Middle Earth are equipped with mail, shield, and long sword.
 The Crusades
Name 	Cost
Battle axe 	5 gp
Bow 	
Arrow, flight 	3 sp/12
Arrow, sheaf 	3 sp/6
Composite short bow	75 gp
Composite long bow 	100 gp
Long 	75 gp
Short 	30 gp
Caltrop 	2 gp/12
Crossbow 	
Heavy crossbow 	50 gp
Heavy quarrel 	2 sp
Light crossbow 	35 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Dagger 	2 gp
Flail, footman's 	15 gp
Flail, horseman's 	8 gp
Hand/throwing 	1 gp
Lance, Light 	6 gp
Lance, Medium 	10 gp
Lance, Heavy 	15 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Quarterstaff 	—
Pick, footman's 	8 gp
Pick, horseman's 	7 gp
Polearm 	
Bill 	7 gp
Glaive 	6 gp
Guisarme 	5 gp
Halberd 	10 gp
Spear 	8 sp
Spear, long 	5 gp
Staff sling 	2 sp
Stinkpot 	1 sp
Stone 	—
Sword 	
Broadsword 	20 gp
Long sword 	45 gp
Sabre 	30 gp
Short sword 	15 gp
Warhammer 	2 gp
==Hundred Years' War==
In 1291, the city of Acre fell. It was the last of the Crusader domains in the Levant. After eight Crusades and almost 200 years of sporadic fighting, the Holy Land remained in the hands of the Muslims. Early in the 14th century, friction between the rulers of France and England led to the beginning of the Hundred Years' War in 1337.
Edward III, the King of England, led an expedition into France in 1346. On August 26, the French Army met the English at Crécy. Blooded by years of hard fighting against the Welsh and the Scots, the English longbowmen decimated charge after charge from their prepared positions. By the end of the fighting, the flower of French chivalry lay dead on the field, with only a few hundred English losses to weigh against it. The armored knight had met his match.
The 14th century is the default technological level of most AD&D campaigns, representing the end of the Middle Ages. Full plate armor had appeared, and with it a variety of weapons designed to pierce it. While the knight and his mount were protected by the heaviest and most complete armor ever seen, he no longer ruled the battlefield. Instead, the lowly infantryman became dominant due to the appearance of the longbow, the pike, and an assortment of polearms.
 The Hundred Years' War
Name 	Cost
Battle axe 	5 gp
Bow 	
Arrow, flight 	3 sp/12
Arrow, sheaf 	3 sp/6
Arrow, pile 	3 sp/6
Composite short 	75 gp
Composite long 	100 gp
Long 	75 gp
Short 	30 gp
Caltrop 	2gp/12
Crossbow 	
Heavy crossbow 	50 gp
Heavy quarrel 	2 sp
Light crossbow 	35 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Dagger 	2 gp
Stiletto 	8 sp
Flail, footman's 	15 gp
Flail, horseman's	8 gp
Hand/throwing 	1 gp
Lance, Light 	6 gp
Lance, Medium 	10 gp
Lance, Heavy 	15 gp
Lance, Jousting 	20 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Maul 	4 gp
Morningstar 	10 gp
Pick, footman's 	8 gp
Pick, horseman's 	7 gp
Polearm 	
Awl Pike 	5 gp
Bardiche 	7 gp
Bec de Corbin 	8 gp
Bill 	7 gp
Bill-Guisarme 	7 gp
Fauchard 	5 gp
Glaive 	6 gp
Glaive-Guisarme 	10 gp
Guisarme 	5 gp
Halberd 	10 gp
Lucern hammer 	7 gp
Military fork 	5 gp
Quarterstaff 	—
Spear 	8 sp
Staff sling 	2 sp
Stinkpot 	1 sp
Stone 	—
Sword 	
Bastard Sword 	25 gp
Broadsword 	10 gp
Estoc 	14 gp
Falchion 	17 gp
Long sword 	15 gp
Sabre 	17 gp
Short sword 	10 gp
Two-handed sword 	50 gp
Warhammer 	2 gp
==The Renaissance==
Firearms continued to improve, replacing the bow and crossbow as the primary missile weapon on the battlefield. The French Army at the end of the Hundred Years' War finally defeated the English with a coordinated army of cavalry, pike, and gunnery. At the same time, the famous Swiss pikemen were learning that their tightly-packed formations were horribly vulnerable to field artillery. Despite the best efforts of armorers, hand-held firearms proved to be capable of downing a knight with a single shot.
The Renaissance was a period of change in warfare. At the beginning of this era, equipment and tactics were not very different from the late Middle Ages. Pikes and heavy cavalry were still the most common arms on the European battlefield. By the end of the 16th century, guns had replaced lances, pikes, and bows as the weapon of choice for the armies of Europe.
The Renaissance culminated in the Thirty Years' War and the English Civil War. In both of these conflicts, firearms proved their superiority over older weapons. By 1650, the armored knight was a figure of history, and the pike and bow were vanishing as well.
An AD&D campaign in a Renaissance setting actually travels beyond the original scope of the game. Characters can no longer rely on heavy armor to protect them; most of their foes are equipped with firearms that can penetrate the finest plate armor. The power of a PC party's massed musket fire makes even 1st-level characters the equal of an ogre or troll. And the existence of high magic becomes hard to justify in an Age of Reason.
The military systems developed by the Europeans in this time period would prove to be invincible to less advanced cultures as European explorers began the conquest of the world around them. Many neighboring peoples, such as the Turks or the Cossacks, began to fall behind the European powers during this era. By the time the Turks had matchlocks, the Europeans had flintlocks; by the time the Turks had flintlocks, the Europeans had very good flintlocks. The upshot of this is that a kingdom with Renaissance-level technology is capable of defeating and dominating larger but less advanced societies.
Needless to say, this represents the most advanced technology available in a standard AD&D campaign.
 The Hundred Years' War
Name 	Cost
Battle axe 	5 gp
Brandistock 	15 gp
Bow 	
Arrow, flight 	3 sp/12
Arrow, sheaf 	3 sp/6
Arrow, pile 	3 sp/6
Composite short 	75 gp
Composite long 	100 gp
Long 	75 gp
Short 	30 gp
Caltrop 	2gp/12
Crossbow 	
Heavy crossbow 	50 gp
Heavy quarrel 	2 sp
Light crossbow 	35 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Dagger 	2 gp
Main-gauche 	3 gp
Parrying dagger 	5 gp
Stiletto 	8 sp
Flail, footman's 	15 gp
Flail, horseman's	8 gp
Hand/throwing 	1 gp
Lance, Light 	6 gp
Lance, Medium 	10 gp
Lance, Heavy 	15 gp
Lance, Jousting 	20 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Mancatcher 	30 gp
Maul 	4 gp
Morningstar 	10 gp
Quarterstaff 	—
Pick, footman's 	8 gp
Pick, horseman's 	7 gp
Polearm 	
Awl Pike 	5 gp
Bill 	7 gp
Bill-Guisarme 	7 gp
Glaive-Guisarme 	10 gp
Halberd 	10 gp
Military fork 	5 gp
Partisan 	10 gp
Ranseur 	6 gp
Spetum 	5 gp
Voulge 	5 gp
Spear 	8 sp
Sword 	
Bastard Sword 	25 gp
Broadsword 	10 gp
Claymore 	25 gp
Cutlass 	12 gp
Falchion 	17 gp
Long sword 	15 gp
Rapier 	15 gp
Sabre 	17 gp
Short sword 	10 gp
Two-handed sword 	50 gp
Warhammer 	2 gp
==Middle Eastern==
Unlike the previous categories, which trace a semi-historical progression of armaments, this grouping represents a generic Arabian or Moorish culture. Weapons such as scimitars and jambiyas aren't normally available in any kind of European setting, but they're common in lands with a Middle Eastern flavor.
No Middle Eastern cultures ever developed heavy plate armor, but excellent varieties of chain mail and reinforced chain mail were available for heavy cavalry. Foot troops were usually unarmored. Both straight and curved sword blades were common throughout the Arab world. Bows were also greatly favored, and the composite bow of the Turks was the most powerful in the world.
Many of the weapons on this list aren't true contemporaries of each other, or come from widely scattered areas. For example, the chakram, tulwar, and bagh nakh are Indian weapons, and couldn't be found in a Turkish or Bedouin venue. If there is any question about which weapons are available, the DM can decide if a particular weapon belongs in his campaign or not. Although there is no historical relaton, this equipment grouping also covers Central Asian nomads such as Tartars or Mongols.
 Middle Eastern Cultures
Name 	Cost
Ankus 	3 gp
Bagh nakh 	4 sp
Battle axe 	5 gp
Blowgun 	5 gp
Barbed dart 	1 sp
Needle 	2 cp
Bow 	
Arrow, flight 	3 sp/12
Composite long bow 	100 gp
Composite short bow	75 gp
Short bow 	30 gp
Chain 	5 sp
Chakram 	8 sp
Crossbow 	
Hand quarrel 	1 gp
Hand crossbow 	150 gp
Heavy crossbow 	50 gp
Heavy quarrel 	2 sp
Light crossbow 	35 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Dagger 	2 gp
Jambiya 	4 gp
Katar 	3 gp
Dart 	5 sp
Flail, footman's 	15 gp
Flail, horseman's 	8 gp
Hand/throwing 	1 gp
Javelin 	5 sp
Lance, light 	6 gp
Lance, medium 	10 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Mancatcher 	30 gp
Quarterstaff 	—
Polearm 	
Awl Pike 	5 gp
Glaive 	6 gp
Halberd 	10 gp
Military fork 	5 gp
Spear 	8 sp
Spear, long 	5 gp
Sword 	
Cutlass 	12 gp
Tulwar 	17 gp
Long sword 	15 gp
Sabre 	17 gp
Scimitar 	15 gp
Short sword 	10 gp
Great scimitar 	60 gp
Trident 	15 gp
==Oriental==
As with the Middle Eastern grouping, the Oriental grouping is meant to provide a variety of weapons for flavor. It wouldn't feel right for a samurai warrior to equip himself with a pole axe or a pilum. Once again, the weapons list covers a lot of time and territory; the DM is free to rule out any weapon she doesn't feel is appropriate for her campaign.
Oriental armors were almost always varieties of lamellar, brigandine, or scale, even though they were known by different names. The characteristic armor of the samurai was usually a fine suit of metal lamellar armor.
 Oriental Weapons
Name 	Cost
Ankus 	3 gp
Battle axe 	5 gp
Blowgun 	5 gp
Barbed dart 	1 sp
Needle 	2 cp
Bo stick 	5 cp
Bow 	
Arrow, flight 	3 sp/12
Arrow, sheaf 	3 sp/6
Composite long bow 	100 gp
Composite short bow	75 gp
Short bow 	30 gp
Chain 	5 sp
Chakram 	8 sp
Chijikiri 	6 gp
Crossbow 	
Light crossbow 	35 gp
Light quarrel 	1 sp
Pellet bow 	25 gp
Pellet 	5 cp
Cho-ku-no 	50 gp
Dagger 	2 gp
Dart 	5 sp
Gunsen 	4 gp
Hand axe 	1 gp
Javelin 	5 sp
Jitte 	5 sp
Kama 	2 gp
Kau sin ke 	3 gp
Kawanaga 	1 gp
Kusari-gama 	4 gp
Lance, light 	6 gp
Lance, medium 	10 gp
Mace, footman's 	8 gp
Mace, horseman's 	5 gp
Mancatcher 	30 gp
Nunchaku 	5 sp
Polearm 	
Awl Pike 	5 gp
Lajatang 	7 gp
Nagimaki 	6 gp
Naginata 	8 gp
Tetsubo 	4 gp
Sai 	1 gp
Sang kauw 	5 gp
Shuriken 	3 sp
Spear 	8 sp
Spear, long 	5 gp
Sword 	
Cutlass 	12 gp
Katana 	100 gp
Ninja-to 	20 gp
No-dachi 	45 gp
Tulwar 	17 gp
Sabre 	17 gp
Short sword 	10 gp
Wakizashi 	50 gp
Three-piece rod 	2 gp
Trident 	15 gp
==Firearms==
This listing sums up all firearms available from the other groupings. It was separated from the main equipment listings because the use of firearms in an AD&D campaign is purely optional. Firearms require an explosive powder to propel their missiles; this can be either smoke powder or gunpowder.
Gunpowder is a mixture of saltpeter, sulfur, and charcoal. Generally, it is available only in low-magic campaigns. If gunpowder is widely available in a given setting, firearms will naturally be more common. If the DM rules that gunpowder works in his campaign, it can be purchased at the listed cost. In a realistic setting, gunpowder is cheap and easy to obtain.
Smoke powder is a magical compound that duplicates the effects of gunpowder. If the DM wishes to have firearms in his campaign but wants to limit their availability, he can decide that normal gunpowder doesn't work. Smoke powder is much scarcer and far more expensive than regular gunpowder, and player characters will usually have to find some instead of being able to buy it.
Of course, if the DM wants no guns of any kind in his campaign, he can rule that neither gunpowder nor smoke powder work on his world. Without powder, guns are useless.
 Firearms
Name 	Cost
 	
Handgunne 	125 gp
Arquebus 	175 gp
Matchlock 	
Arquebus 	50 gp
Caliver 	40 gp
Musket w/rest 	45 gp
Wheellock 	
Arquebus 	80 gp
Belt pistol 	25 gp
Horse pistol 	35 gp
Snaplock 	
Belt Pistol 	15 gp
Horse Pistol 	20 gp
Musket 	60 gp
Flintlock 	
Belt Pistol 	30 gp
Blunderbuss 	20 gp
Blunderbuss Pistol	35 gp
Carbine 	65 gp
Horse Pistol 	40 gp
Musket 	90 gp
Combined Weapons 	
Axe-pistol 	45 gp
Dagger-pistol 	40 gp
Hammer-pistol 	50 gp
Sword-pistol 	75 gp
Bullet 	1sp/10
Gunpowder 	1 sp
Slow match 	5 sp
Smokepowder 	25 gp