Savage Worlds Weapons and Armor

== Melee Weapons ==
Item 	Damage 	Weight 	Cost 	Notes
Punch or Kick 	Str 	0 	0 	Blunt, Unarmed
Knives and Swords 	Knives and Swords 	Knives and Swords 	Knives and Swords 	Knives and Swords
Dagger 	Str+d4 	1 	30 	Parry +1, Agile, Off-hand
Throwing Dagger/Shuriken 	Str+d4 	0.5 	20 	Throwable 4/8/16, Off-hand
Short Sword 	Str+d6 	2 	150 	Parry +1, Agile, Off-hand
Smallsword, Foil, or Epee	Str+d4 	1 	150 	Parry +1 (stacks with a dagger), Agile, Off-hand
Arming Sword 	Str+d8 	3 	250 	Parry +1, Agile, Versatile
Saber or Rapier 	Str+d6 	3 	250 	Parry +1 (stacks with a dagger), Agile
Great Sword 	Str+d10 	5 	350 	Parry +1, Agile, 2 Hands
Axes, Hammers, and Picks 	Axes, Hammers, and Picks 	Axes, Hammers, and Picks 	Axes, Hammers, and Picks 	Axes, Hammers, and Picks
Hand Axe 	Str+d6+1 	2 	50 	Crushing, Off-hand, Throwable 5/10/20
Battle Axe 	Str+d8+1 	3 	100 	Crushing, Versatile
War Axe 	Str+d10+1 	5 	150 	Crushing, 2 Hands
Halberd 	Str+d8+1 	9 	150 	Crushing, 2 Hands, Reach 1
Small Mace/Hammer 	Str+d6 	2 	30 	Crushing, Off-hand, Throwable, 4/8/16
Large Mace/Hammer 	Str+d8 	4 	60 	AP1, Crushing, Versatile
Maul 	Str+d10 	8 	90 	AP1, Crushing, 2 Hands
Lucerne Hammer 	Str+d8 	9 	90 	AP1, Crushing, 2 Hands, Reach 1
Warhammer, One-Handed 	Str+d8 	3 	100 	AP2
Military Pick 	Str+d8+1 	7 	150 	AP2, 2 Hands
Warhammer, Two-Handed 	Str+d8 	4 	150 	AP2, 2 Hands, Reach 1
Flails and Chains 	Flails and Chains 	Flails and Chains 	Flails and Chains 	Flails and Chains
Small Flail 	Str+d6 	3 	60 	Crushing, Chain
Large Flail 	Str+d8 	6 	120 	Crushing, Chain, Versatile
2-Handed Flail 	Str+d10 	9 	180 	Crushing, Chain, 2 Hands
Rope Dart 	Str+d6-1 	5 	120 	Crushing, Chain, 2 Hands, Reach 1
Chain Whip 	Str+d8 	10 	240 	Crushing, Chain, 2 Hands, Reach 1
Clubs, Staves, and Spears	Clubs, Staves, and Spears	Clubs, Staves, and Spears	Clubs, Staves, and Spears	Clubs, Staves, and Spears
Baton/Wand 	Str+d4 	1 	10 	Parry +1, Off-hand, Blunt, Throwable 4/8/16
Club/Rod 	Str+d6 	3 	20 	Parry +1, Crushing, Blunt, Versatile
Staff 	Str+d4+1 	4 	40 	Parry +1, Blunt, 2 Hands, Reach 1
Javelin 	Str+d6 	2 	40 	Throwable 6/12/24
Spear, One-Handed 	Str+d6+1 	3 	50 	Throwable 4/8/16
Spear, Two-Handed 	Str+d8+1 	4 	60 	AP1, Parry +1, 2 Hands, Reach 1
Rifle Bayonet 	Str+d6+1 	+1 	60 	AP1, Parry +1, 2 Hands
Pike or Lance 	Str+d8 	12 	90 	AP1, Parry -1, Charge, 2 Hands, Reach 2
Shields 	Shields 	Shields 	Shields 	Shields
Buckler 	Str+d4 	2 	50 	Parry +1, Blunt, Off-hand
Medium Shield 	Str+d6 	8 	80 	Parry +1, Blunt, +2 armor vs ranged, Off-hand
Large Shield 	Str+d6 	15 	120 	Parry +2, Blunt, +3 armor vs ranged, Off-hand
Parry bonuses stack for a weapon and shield but not for 2 weapons.
Crushing weapons get +1 AP against Flexible armor.
Blunt weapons do -2 damage against Metal armor.
Agile weapons can ignore armor by making a called shot at -4.
Chain weapons ignore weapon parry bonuses and reduce shield parry bonuses by 1.
Charge weapons use the mount's strength when used on a mount that runs instead of the normal bonus for charging.
Off-hand weapons only have a -1 penalty for attacking when held in the off-hand; if a character with two Off-Hand weapons makes a double attack, the double action penalty is only -1.
Versatile weapons get +1 AP when held in two hands.
Shields do not provide an armor bonus against bullets.
== Revised Ranged Weapons ==
Weapon ranges are denoted as Short/Medium/Long (Multiplier). Shots at Short range or less are made at no penalty. Shots at Medium range are made at -2. Shots at Long range are made at -4. A character can Aim for 1 round to get a +2 bonus. Aiming for two rounds increases all of the weapon's ranges by the multiplier instead, though targets within the original short range are still at +2 to hit. Aiming for three rounds increases all of the weapon's rages by the multiplier and adds a +2 bonus. A character can get 2 rounds of benefit in a single round of Aiming with a successful Shooting roll, or 3 rounds of benefit in a single round with a successful Shooting roll at -4.
All firearms and crossbows can be equipped with a scope. Aimed shots made through a scope reduce the Medium range penalty to -1 and the Long range penalty to -3.
Item 	Damage 	Range 	Weight	Cost	Shots	Notes
Shortbow 	Str+d6 	15/30/60 (2)	2 	50 	1 	AP1, Snapfire, Fast, 2 Hands
Longbow 	Str+d8 	15/30/60 (2)	3 	60 	1 	AP1, Snapfire, Fast, 2 Hands
Greatbow 	Str+d10 	15/30/60 (2)	4 	70 	1 	AP1, Snapfire, Fast, 2 Hands
Pistol Crossbow 	2d4 	15/30/60 (2)	3 	100 	1 	AP1
Light Crossbow 	2d6 	15/30/60 (2)	6 	150 	1 	AP2, 2 Hands
Heavy Crossbow 	2d8 	15/30/60 (2)	8 	170 	1 	AP2, Reload 5, 2 Hands
Steel Crossbow 	2d10 	15/30/60 (2)	10 	200 	1 	AP2, Reload 9, 2 Hands
Shepherd's Sling	Str+d4 	15/30/60 	0 	1 	1 	Blunt, Fast, 2 Hands
Military Sling 	Str+d6 	15/30/60 	1 	5 	1 	Blunt, Fast, 2 Hands
Slingshot 	Str+d4-1	5/10/20 (1) 	0 	1 	1 	Blunt, Fast, 2 Hands
Blunt weapons do -2 damage against Metal armor. 
Snapfire weapons suffer a -2 to attack rolls if the shooter moves on the turn he fires.
Fast weapons can be reloaded on the same turn they are used without incurring a multiple action penalty.
Reload X weapons require X reload actions to reload.
Artillery weapons cannot be fired on the move, cannot fire within their minimum range, may fire past obstacles at -2, and get +1 to hit per successive shot (to a +4) at a stationary target.
==Armor==
Item 	Armor	Weight	Cost	Location 	Notes
Thin Leather, Thick Cloth	+1 	8 	30 	Head, Torso, Limbs	Flexible
Leather Suit, Gambeson 	+2 	15 	80 	Head, Torso, Limbs	Flexible
Reinforced Leather Suit 	+3 	22 	150 	Head, Torso, Limbs	
Scale Suit 	+4 	26 	350 	Head, Torso, Limbs	Metal
Heavy Scale Suit 	+5 	34 	750 	Head, Torso, Limbs	Metal
Mail Suit 	+5 	35 	750 	Head, Torso, Limbs	Flexible, Metal
Iron Plate Suit 	+5 	55 	1500	Head, Torso, Limbs	Metal
Steel Plate Suit 	+6 	60 	2500	Head, Torso, Limbs	Metal
The arms, legs, and torso pieces each weigh and cost 1/3rd of the suit weight and cost. A helmet weighs and costs 20% of the weight of the suit weight and cost. Assume there is a slight discount for buying an integrated unit, as redundant and overlapping pieces can be eliminated. Armor that is carried but not worn weighs 50% more, as does unfitted metal armor.
Flexible armor is vulnerable to Crushing weapons.
Metal armor is more resistant to Blunt weapons.
Category:Savage Worlds