How about some info on weapons too?
(I = inititative modifier, TH = to hit modifier, D = damage modifier, Py = parry modifier)
hand weapon (sword, club, mace, axe, things of that sort) no modifiers
knife or dagger +10 I, -2 D, -20 Py
spear* +10/+20 I, +10 TH**
improvised weapon -10 I, -2 D, +10 Py
bastard sword -10 I, +1 D
2-handed sword -10 I, +2 D
halberd* +10/+20, -10/+0 TH**, +2 D
quarterstaff -1D
flail -10 TH, +1 D, -10 Py
2 handed flail -20 I, -20 TH, +3 D, -10 Py
rapier +20 I, -1 D
buckler -2 D, +20 Py
left-hand dagger -2 D, -10 Py
sword breaker*** -2 D, -10 Py
net -10 TH, -10 Py
whip -10 TH, -2 D, -20 Py
lance**** +20I, +10 TH, +2 D, -20 Py
* spears and halberds get +10 I in round one of a combat, and thereafter if user is winning. They get +20 vs mounted enemies
** vs flying enemies only
*** successful parry breaks enemy's weapon
****lances work only when mounted and charging
Anything but a hand weapon, knife/dagger, spear or improv weapon is a specialist weapon and you need the relevant skill to use it effectively.
How to parry:
player may elect to parry after suffering a damaging hit. Roll equal to or less than your WS to reduce the damage by d6. Many weapons modify your WS when parrying, as above. If you attempt to parry, you lose one attack next round (succeed or fail).
You can parry with a shield, but will lose all attacks next round (only makes a difference if you have more than one attack on your profile). Shields give +20 to parry.