Having spent the last few days down a research rabbit hole, I ended up compiling a chart of AD&D weapon characteristics, adding some "missing" entries and modifying (and in some cases combining) all of the canonical weapons. Having done the work, I figured I might as well share it. I'm reasonably confident I've captured pretty much every common (or even not-so-common) military weapon used in Europe and the Near East during the Middle Ages (c. 500-1500 CE) and have also included a fair sampling of earlier, later, and non-European weapons to the extent they overlap and correspond with an existing entry or otherwise seem like they might be fun and relevant to include in a fantasy game.
In addition to compiling book data, I've also incorporated an assortment of my own house rules, including stat minimums for various weapons (already implicit in AD&D due to the notes about certain types of mercenary soldiers being unable to use heavy weapons), my simplified take on the weapon vs AC adjustment table (previously seen in Foster's Miscellany Vol. 1) and my new notion that certain types of daggers and swords with elaborate hilts should provide a parrying bonus when used defensively (in hopes of perhaps making parrying an actual viable defensive tactic, which is not the case under the official rules).
It's probably too later for me to introduce this list in my current campaign (not least because I'm sure the players would howl in protest that some of their weapons' damage has been reduced) but if I ever start another fresh AD&D campaign after this one I'm likely to use this as the canonical list.
A. AXES
1. Hatchet [francisca, horseman’s axe, tomahawk]: dmg 1d6/1d4
Fast (SF 4), can be thrown (Min Str 9, Dex 11: ROF 1, range 1/2/3), can be used in off-hand
2. Axe, long [Dane axe, sparth axe] (2H*) Min Str 9 (13 for 1H use): dmg 1d8/1d8
Bonus vs chain/banded/splint (+2) [slow (SF 7)]
3. Axe, pole [bardiche, ono, voulge] (2H) Min Str 11: dmg 2d4/1d10
Reach (5’), bonus vs chain/banded/splint (+2) [slow (SF 8), space requirement (5’)]
4. Halberd [bill, lochaber axe, roncone, scorpion] (2H) Min Str 13: dmg 1d10/2d6
Reach (6’), bonus vs chain/banded/splint (+2), can dismount (Min Dex 9), can be set vs. charging horses [very slow (SF 9), space requirement (5’)]
B. BLUDGEONS
1. Club (C,T): dmg 1d6/1d3
Fast (SF 4), can be thrown (ROF 1, range 1/2/3), can stun
2. Stick, fighting [jo stick] (C,M,T) Min Dex 9: dmg 1d6/1d3
Very fast (SF 2), can stun, can be used in off-hand [ineffective vs armor (disadvantage vs chain or heavier)]
3. Jitte (C) Min Dex 11: dmg 1d3/1d3
Very fast (SF 2), can stun, can disarm 1H weapons
4. Hammer (C) Min Str 9: dmg 1d4+1/1d4
Fast (SF 4), can be thrown (Min Str 9, Dex 11: ROF 1, range 1/2/3), can be used in off-hand
5. Mace, light [horseman’s mace] (C) Min Str 9: dmg 1d6/1d4
Bonus vs plate (+2 vs plate mail, +3 vs field/full plate)
6. Mace, heavy [footman’s mace] (2H*) (C) Min Str 9 (13 for 1H use): dmg 1d6+1/1d6
Bonus vs plate (+2 vs plate mail, +3 vs field/full plate) [slow (SF 7)]
7. Maul (2H) (C) Min Str 11: dmg 1d8/1d8
[slow (SF 8), space requirement (5’)]
8. Morning-star [godendag, tetsubo] (2H) (C) Min Str 11: dmg 2d4/1d6+1
Reach (5’) [slow (SF 7), space requirement (5’)]
9. Staff, quarter [bo stick] (2H) (C,M) Min Str 9, Dex 9: dmg 1d6/1d6
Fast (SF 4), reach (6’), can stun [ineffective vs armor (disadvantage vs chain or heavier)]
C. FLAILS
1. Nunchaku (C,T) Min Dex 11: dmg 1d4+1/1d4
Fast (SF 3), can stun [ineffective vs armor (disadvantage vs chain or heavier)]
2. Flail, ball and chain [horseman’s flail] (C) Min Str 9, Dex 11: dmg 1d4+1/1d4+1
Ignores shields
3. Flail, military [footman’s flail] (2H) (C) Min Str 11, Dex 9: dmg 1d6+1/2d4
Ignores shields [slow (SF 7), space requirement (6’)]
4. Whip (T) Min Str 9, Dex 9: dmg 1d2/1
Reach (10’), entangles [space requirement (6’), ineffective vs armor (no damage vs chain or heavier, entangles only)]
5. Chain (C) Min Dex 13: dmg 1d4/1d3
Reach (10’), entangles [space requirement (5’), ineffective vs armor (no damage vs chain or heavier, entangle only)]
6. Sickle-chain [kusari-gama] (2H) (T) Min Dex 13: dmg 1d4+1/1d4
Reach (10’), entangles
D. KNIVES
1. Knife (M,T): dmg 1d3/1d2
Very fast (SF 2), can be thrown (Min Dex 11: ROF 2, range 1/2/3), can be used in off-hand, can disarm knives
2. Dagger [kris, misericorde, poignard, rondel, stiletto, tanto] (M,T): dmg 1d4/1d3
Very fast (SF 2), can be thrown (Min Dex 11: ROF 2, range 1/2/3), can be used in off-hand, bonus vs chain & plate (+2 vs chain or plate mail, +3 vs field/full plate if opponent is prone), can disarm knives & daggers
3. Dagger, parrying [main-gauche] (T) Min Dex 11: dmg 1d4/1d3
Very fast (SF 2), parry bonus (+1 to AC when used to parry instead of attack), can be used in off-hand, can disarm knives & daggers
4. Dagger, sword-breaking [sai] (T) Min Dex 11: dmg 1d4/1d3
Very fast (SF 2), can disarm 1H weapons and break knives, daggers & 1H swords, can be used in off-hand
5. Sickle [falx, kama] (T): dmg 1d4+1/1d4
Fast (SF 4)
E. PICKS
1. Pick, military [crow-bill, fang, horseman’s pick, zaghnal] Min Str 9: dmg 1d4+1/1d4
Bonus vs plate (+2 vs plate mail, +3 vs field/full plate)
2. Pick, heavy [footman’s pick] (2H*) Min Str 9 (13 for 1H use): dmg 1d6+1/2d4
Bonus vs plate (+2 vs plate mail, +3 vs field/full plate) [slow (SF 7)]
3. Pole-hammer [bec de corbin, Lucerne hammer] (2H) Min Str 11: dmg 2d4/1d6
Reach (5’), bonus vs plate (+2 vs plate mail, +3 vs field/full plate) [very slow (SF 9), space requirement (5’)]
F. SPEARS
1. Spear, short: dmg 1d6/1d8
Reach (6’), can be set vs. charging men or horses, can be thrown (Min Str 9, Dex 9: ROF 1, range 1/2/3), bonus vs chain & plate (+2 vs chain & plate mail, +3 vs field/full plate if opponent prone)
2. Spear, long [pike, sarissa] (2H) Min Str 9: dmg 1d6/1d12
Reach (12’+), can be set vs. charging men or horses, bonus vs chain & plate (+2 vs chain & plate mail, +3 vs field/full plate if opponent prone) [slow to very slow (SF 8+)]
3. Lance: dmg 1d6/1d8 (light horse), 1d6+1/2d6 (medium horse) or 2d4+1/3d6 (heavy horse)
Reach (10’+), double damage on mounted charge [can only be used while mounted]
4. Trident (2H*) Min Str 9 (13 for 1H use): dmg 1d6+1/2d4
Reach (5’), can disarm any weapon (Min Dex 11)
5. Fauchard [guisarme, war scythe] (2H) Min Str 11: dmg 1d6/1d8
Reach (6’), can dismount (Min Dex 9) [slow (SF 8)]
6. Glaive [naginata] (2H) Min Str 9: dmg 1d6/1d10
Reach (8’), can be set vs charging horses [slow (SF 8)]
7. Fork, military (2H) Min Str 11: dmg 1d8/2d4
Reach (7’), can dismount (Min Dex 9), can be set vs. charging horses [slow (SF 7)]
8. Man-catcher (2H) Min Str 11, Dex 9: dmg 1d2/1d2
Reach (8’), entangles [slow (SF 7)]
9. Ranseur [Chauve-souris, korseke, ox-tongue, partisan, spetum, spontoon] (2H) Min Str 11: dmg 2d4/2d6
Reach (8’), can dismount (Min Dex 9), can disarm (Min Dex 11), can be set vs. charging horses [slow (SF 8)]
G. SWORDS
1. Sword, short [baselard, gladius, wakizashi, xiphos] (T) Min Dex 9: dmg 1d6/1d8
Fast (SF 3], can disarm knives, daggers & short swords
2. Sword-gauntlet [manople, pata] Min Dex 11: dmg 1d6/1d8
AC bonus (+1 unless wearing plate), can disarm 1H weapons
3. Falchion [cutlass, falcata, kopis, kukri, machete, seax] (T) Min Str 9: dmg 1d6+1/2d4
Can disarm knives, daggers & 1H swords
4. Sword, broad [jian, spatha, Viking sword] (T) Min Str 9: dmg 2d4/1d6+1
Can disarm knives, daggers & 1H swords
5. Sword, long [arming sword, knightly sword, side-sword] (T) Min Str 9: dmg 1d8/1d10
Parry bonus (+1 to AC when used to parry instead of attack), can disarm knives, daggers & 1H swords
6. Scimitar [dao, katana, kilij, saber, shamshir, tachi, tulwar, yatagan] (T) Min Str 9, Dex 11: dmg 1d8/1d8
Fast (SF 4); bonus vs no armor & leather (+1)
7. Rapier (T) Min Dex 13: 1d8/1d10
Fast (SF 4), parry bonus (+1 to AC when used to parry instead of attack), can disarm knives, daggers & 1H swords
8. Khopesh [rhomphaia] Min Str 11: dmg 2d4/1d6
Can snag weapons (Min Dex 11) [very slow (SF 9)]
9. Sword, bastard (2H*) Min Str 11 (13 for 1H use): dmg 2d4/1d12 (2H) or 1d8/1d10 (1H)
Parry bonus (+1 to AC when used to parry instead of attack)
10. Estoc (2H*) Min Str 11 (13 for 1H use): dmg 2d4/1d12 (2H) or 1d8/1d10 (1H)
Bonus vs plate (+2 vs plate mail, +3 vs vs field/full plate)
11. Sword, great [claymore, flamberge, nodachi, two-handed sword, zweihander] (2H) Min Str 13: dmg 1d10/2d8
Reach (6’), parry bonus (+1 to AC when used to parry instead of attack) [very slow (SF 10), space requirement (6’)]
H. MISCELLANEOUS HAND-HELD WEAPONS
1. Knuckles, brass [cestus] (T): dmg 1d3/1d3
Very fast (SF 1), can stun, can be used in off-hand [ineffective vs armor (disadvantage vs chain or heavier)]
2. Buckler, spiked Min Dex 11: dmg 1d4/1d3
Fast (SF 4), AC bonus (+1), can be used in off-hand
3. Caltrop (M, T): dmg 1/1d2
[must be placed in advance; not usable in melee]
4. Claw, fighting [bagh nakh] (T) Min Dex 9: dmg 1d4/1d3
Very fast (SF 2), can be used in off-hand [ineffective vs armor (disadvantage vs chain or heavier)]
5. Garrote (T) Min Dex 11: dmg 1d4/1d6
Very fast (SF 2), strangles [can only attack by surprise from behind, ineffective vs armor (target must have exposed neck)]
6. Sap [blackjack] (C,T) Min Dex 9: dmg 1d2/1d2
Very fast (SF 2), KO’s [ineffective vs armor (disadvantage vs any armor)]
I. BOWS
1. Bow, short (2H) Min Dex 9: dmg 1d6/1d6
ROF 2, Range 5/10/15; capable of indirect fire
2. Bow, composite, short [horse bow] (2H) Min Str 11, Dex 9: dmg 1d6/1d6
ROF 2, Range 5/10/18; capable of indirect fire, can be used from horseback, bonus vs no armor & leather (+1)
3. Bow, long (2H) Min Str 13, Dex 9: dmg 1d6/1d6
ROF 2, Range 7/14/21; capable of indirect fire, bonus vs no armor & leather (+1)
4. Bow, composite, long [daikyu] (2H) Min Str 11, Dex 9: dmg 1d6/1d6
ROF 2, Range 6/21/21; capable of indirect fire, usable from horseback, bonus vs no armor & leather (+1)
5. Bow, pellet (2H) (T) Min Dex 11: dmg 1d4+1/1d6+1
ROF 1, Range 6/12/18
J. CROSSBOWS
1. Crossbow, hand (T): dmg 1d3/1d2
ROF 1, Range 2/4/6
2. Crossbow, light (2H): dmg 1d4+1/1d4+1
ROF 1, Range 6/12/18; can be used from horseback, bonus vs no armor & leather (+1)
3. Crossbow, heavy [arbalest] (2H) Min Str 11: dmg 1d6+1/2d4
ROF ½; Range 8/16/24; bonus to hit vs all opponents (+2)
4. Crossbow, repeating [cho-ko-nu] (2H): dmg 1d4/1d4
ROF 2; Range 4/8/12 [magazine holds 10 shots, then 2 rounds to reload, or 1 round to reload 1d4 shots]
K. SLINGS
1. Sling (T) Min Dex 11: dmg 1d4/1d4 (stone) or 1d4+1/1d6+1 (bullet)
ROF 1, Range 4/8/16 (stone) or 5/10/20 (bullet)
2. Sling, staff (2H) (C) Min Str 9, Dex 11: dmg 1d8/2d4 (stone) or 2d4/2d4+1 (bullet)
ROF ½, Range -/6/9; always fires indirectly (min. 3” distance, no short range) [space requirement (6’)]
L. MISCELLANEOUS HURLED WEAPONS AND MISSILES
1. Aklys Min Dex 9: dmg 1d6/1d3
ROF 1, Range 1/-/-; entangles, drags
2. Blowgun (2H) Min Dex 11: dmg 1/1
ROF 2, Range 1/2/3 [ineffective vs armor (disadvantage vs all armor)]
3. Bolas (C) Min Str 9, Dex 13: dmg 1d3/1d2
ROF 1, Range 1.5/3/4.5; entangles
4. Boomerang (C) Min Dex 11: 1d3/1d3
ROF 1, range 2/4/6; missed attack returns to wielder’s hand [ineffective vs armor (disadvantage vs chain or heavier)]
5. Chakram Min Dex 11: dmg 1d4/1d4
ROF 2, Range 2/4/6
6. Dart [plumbata] (M,T) Min Dex 9: dmg 1d3/1d2
ROF 3, Range 1.5/3/4.5
7. Harpoon Min Str 11, Dex 9: dmg 1d6/2d4
ROF 1, range 1/2/3; drags
8. Javelin [assegai, pilum] Min Str 9, Dex 9: dmg 1d6/1d6
ROF 1, Range 2/4/6; capable of indirect fire
9. Lasso (C) Min Str 9, Dex 13: dmg -/-
ROF ½, Range 1/2/3; entangles, drags, ignores armor [space requirement (8’)]
10. Net (C) Min Str 11, Dex 11: dmg -/-
ROF ½, Range 1/2/3; entangles, ignores armor [space requirement (10’)]
11. Rock, thrown (C,M,T): dmg 1d2/1d2
ROF 2, Range 1.5/3/4.5; can stun [ineffective vs. armor (disadvantage vs chain or heavier)]
12. Shuriken (T) Min Dex 13: dmg 1d3/1d2 (large) or 1d2/1 (small)
ROF 3 (large) or 4 (small), Range 0.5/1/1.5 [ineffective vs. armor (disadvantage vs all armor)]
13. Spear-thrower [atl-atl] Min Dex 9: dmg 1d6/1d6
ROF 1, range 3/6/9; capable of indirect fire