# Impact Weapons

*The Fantasy Armory, Eighty Melee and Thrown Weapons for Exodus NDS. Source: https://exodusnds.com/sourcebooks/fantasy-armory/impact-weapons*

Impact weapons move the target, stun it, or transmit force through armour rather than trying to open it. Every entry is **Crushing** apart from the two that carry a spike.

**Knockdown**, **Disorient**, and **Concussive** are the family signature, and all three act on what the target can do next round rather than on its wound total. This is also the only family with a serious non-lethal option: **Stun Damage** sends a weapon's damage to strain instead of wounds.

Damage runs from 2 to 9, the widest spread of any family, and **Pierce** appears on most of the heavier entries.

**Skill:** Light Melee for the one-handed entries, Heavy Melee for the last three. At tables using a single undifferentiated Melee skill, use Melee throughout.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/fantasy_armory/fantasy-armory-impact.jpg">

##### <span class="weapon-bar crush"></span>War Fan
<span class="weapon-aka">Tessen, Iron Fan, Gunsen, Court Fan</span>

<div class="weapon crush">

<span class="dmg">+0</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">0</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">50</span>
<span class="avail">Rare</span>
<span class="type">Crushing</span>
<span class="qual">Concealable 2, Defensive 1, Disarming 1</span>

</div>

Iron ribs, an iron guard plate, and just enough paper to make it look like the thing a courtier carries in summer. Closed it is a short bar of metal. Opened it will turn a blade.

It does almost no damage and is not trying to. **Defensive 1** is the same melee protection an arming sword gives, and **Concealable 2** is why the fan is in this book at all: it is the only weapon in the family a character can carry into an audience chamber, a temple, or a negotiation and set on the table in front of them.

##### <span class="weapon-bar crush"></span>Sap
<span class="weapon-aka">Blackjack, Cosh, Slapjack, Sandbag</span>

<div class="weapon crush">

<span class="dmg">+1</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">90</span>
<span class="avail">Restricted</span>
<span class="type">Crushing</span>
<span class="qual">Stun Damage, Concealable 2, Disorient 1</span>

</div>

A leather sock of lead shot or sand. It deals its damage to strain rather than wounds, so a target dropped by a sap wakes up later with a headache and a story. The only weapon in this book designed to leave someone available for questioning.

##### <span class="weapon-bar crush"></span>Cudgel
<span class="weapon-aka">Club, Truncheon, Baton, Shillelagh, Billy Club</span>

<div class="weapon crush">

<span class="dmg">+2</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">30</span>
<span class="avail">Common</span>
<span class="type">Crushing</span>
<span class="qual">Disorient 1</span>

</div>

A club, a truncheon, a table leg. It has no qualities worth the name and it is available absolutely everywhere, including inside buildings where weapons are not.

##### <span class="weapon-bar crush"></span>Quarterstaff
<span class="weapon-aka">Bō, Jō, Gùn, Long Staff, Walking Staff</span>

<div class="weapon crush">

<span class="dmg">+2</span>
<span class="crit">5</span>
<span class="range short">Engaged</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">70</span>
<span class="avail">Military</span>
<span class="type">Crushing</span>
<span class="qual">Defensive 1, Disarming 1, Guarded 1</span>

</div>

Six feet of ash, gripped in two hands and used as much to bind and redirect as to strike. **Defensive 1** and **Guarded 1** together give the best melee protection in the family, and **Disarming 1** lowers the cost of stripping a weapon. Crit 5 is the worst in the book: the staff controls a fight rather than ending one.

##### <span class="weapon-bar crush"></span>Tonfa
<span class="weapon-aka">Tuifa, Nightstick, Side-Handle Club, Mill Handle</span>

<div class="weapon crush">

<span class="dmg">+2</span>
<span class="crit">5</span>
<span class="range short">Engaged</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">50</span>
<span class="avail">Restricted</span>
<span class="type">Crushing</span>
<span class="qual">Stun Damage, Guarded 1</span>

</div>

A length of hardwood with a peg handle set at right angles a third of the way along. Held at the peg, the shaft lies flat against the forearm and the striking end comes out on the turn of the wrist.

Along the arm it covers, which is **Guarded 1**. **Stun Damage** sends everything it deals to strain, so a watch armed with tonfa fills cells rather than graves. Crit 5 is the design rather than a flaw: this is a weapon for people whose work continues after the fight ends.

##### <span class="weapon-bar crush"></span>Mace
<span class="weapon-aka">Flanged Mace, Morning Star, Gada, Shestoper</span>

<div class="weapon crush">

<span class="dmg">+3</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">160</span>
<span class="avail">Common</span>
<span class="type">Crushing</span>
<span class="qual">Pierce 1, Knockdown</span>

</div>

Flanged head, short haft, no edge to maintain. The baseline armour-beater and the weapon a sergeant hands out when the enemy is expected to be wearing metal.

##### <span class="weapon-bar switch"></span>Horseman's Hammer
<span class="weapon-aka">Martel-de-Fer, Pick Hammer, Bec-de-Faucon Hammer</span>

<div class="weapon switch">

<span class="dmg">+3</span>
<span class="crit">3</span>
<span class="range short">Engaged</span>
<span class="enc">3</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">180</span>
<span class="avail">Rare</span>
<span class="type">see profiles</span>
<span class="qual">Versatile, Knockdown</span>

</div>

<div class="weapon-profile">

<span class="pname">Hammer face</span>
<span class="pdmg">+3 Crushing</span>
<span class="pqual">Knockdown</span>

</div>

<div class="weapon-profile">

<span class="pname">Back spike</span>
<span class="pdmg">+3 Thrusting</span>
<span class="pqual">Pierce 1; loses Knockdown</span>

</div>

A hammer on one side, a curved spike on the other, switched by turning the wrist. The face staggers a man in harness; the spike goes into the gaps once he has stopped moving. The cheapest weapon in the book that can change damage type mid-fight.

##### <span class="weapon-bar crush"></span>Flail
<span class="weapon-aka">Military Flail, Ball-and-Chain, Nunchaku, Chain Mace</span>

<div class="weapon crush">

<span class="dmg">+3</span>
<span class="crit">3</span>
<span class="range short">Engaged</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">135</span>
<span class="avail">Military</span>
<span class="type">Crushing</span>
<span class="qual">Wrapping, Knockdown, Inaccurate 1</span>

</div>

A head on a short chain. The chain is the entire argument: it carries the head around a raised shield instead of into it. It is correspondingly difficult to place, and a poor choice against anyone who is not hiding behind something.

##### <span class="weapon-bar crush"></span>Great Club
<span class="weapon-aka">Greatclub, Bludgeon, Ironwood Club, Warclub</span>

<div class="weapon crush">

<span class="dmg">+4</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">5</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Melee</span>
<span class="price">40</span>
<span class="avail">Common</span>
<span class="type">Crushing</span>
<span class="qual">Knockdown, Cumbersome 4, Awkward 1</span>

</div>

A tree limb, a fence post, a shaped length of ironwood with the bark still on one side. Priced as Simple construction, because it is a stick, and it is the cheapest 7 damage anywhere in this book.

Everything else about it is bad. **Cumbersome 4** puts Bane on every swing made by a wielder below Might 4, Crit 4 means it rarely does anything clever, and there is no edge, no point, and no armour answer anywhere on the line. What there is is mass and **Knockdown**, available in any forest for the cost of cutting it down.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/fantasy_armory/fantasy-armory-great-club.jpg">

##### <span class="weapon-bar crush"></span>Maul
<span class="weapon-aka">Great Hammer, War Maul, Kanabō, Tetsubō, Sledge</span>

<div class="weapon crush">

<span class="dmg">+5</span>
<span class="crit">4</span>
<span class="range short">Engaged</span>
<span class="enc">6</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Melee</span>
<span class="price">375</span>
<span class="avail">Rare</span>
<span class="type">Crushing</span>
<span class="qual">Pierce 2, Knockdown, Cumbersome 5, Awkward 1</span>

</div>

An iron-headed sledge on a four-foot haft, built for breaking gates, walls, and armoured men. At **9** it deals the highest damage in the book, and **Pierce 2** with **Knockdown** makes it the most direct answer to heavy armour.

The cost is everywhere else on the line: Crit 4, Enc 6, and **Cumbersome 5**, which requires Might 5 to wield without penalty.

##### <span class="weapon-bar crush-thrust"></span>War Pick
<span class="weapon-aka">Bec de Corbin, Crow's Beak, Horseman's Pick, Zaghnal</span>

<div class="weapon crush-thrust">

<span class="dmg">+4</span>
<span class="crit">3</span>
<span class="range short">Engaged</span>
<span class="enc">3</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Melee</span>
<span class="price">260</span>
<span class="avail">Military</span>
<span class="type">Thrusting, Crushing</span>
<span class="qual">Pierce 3, Awkward 1, Prepare 1</span>

</div>

A bec de corbin: a narrow beak backed by a hammer, driven through armour by a two-handed swing. Pierce 3 is the highest in the book. It also buries itself in whatever it hits, and getting it back out is the Prepare cost.
