Those familiar with the game may notice that I have not included whips and scourges as select-able weapons and while I am allowing allowing animal-men, if you DO want to play as an animal man, you are free to PM me and we can sort out a suitable point-value for you.
Here is a list of animal people that are in-game.My reasoning for the animal-men being a case-by-case is that some animal men have special abilities, such as having instantly paralyzing poison or 8 arms (Though I’d be impressed if you managed to fill all 8 arms with weapons.)
My reasoning for not allowing scourges and whips ties into how the game mechanics work. Because in Dwarf Fortress there is no real health bar and damage is mapped to body parts, the very small contact area and high speed of whips mean that they ignore armor almost entirely and can hit bone easily, even if your character is a giant, bone damage does an extremely high amount of pain in the character and makes them very likely to just pass out, meaning that a fight can be won for a whip-user from the first attack, this can also be a problem with ranged weapons but less so so I have allowed them in, as armor actually is useful against them.
Also Silver is a poor choice for edged weapons but great for blunt weapons, keep that in mind.
While I really want to leave creation options open, I feel that controlling these options is best. If you take issue with this, feel free to shoot me a PM as this is my first attempt at balancing such a thing.
Below is an explanation at the differences between axes, short-swords, spears, war-hammers and crossbows
Slashing weapons, like short swords and battle axes, work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor may prevent the cutting, converting strikes into weaker blunt damage.
Piercing weapons, like spears and picks, work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, giving their wielder further leverage on the target.
Crushing weapons, like war hammers and maces, work by concentrating their force behind a large, blunt mass, putting dents in armor and breaking bones beneath their blows. These weapons are slow to kill their targets - fighters have a habit of breaking every bone in their opponent's body before finally landing a fatal head strike and moving on to the next target - but are the most effective weapons against large and heavily armored foes.
Ranged weapons - crossbows, bows, and blowguns - are effectively piercing weapons which work at a distance. When used in melee combat as a bludgeon, crossbows produce blunt weapon damage instead. Bows used in melee are treated like extremely weak swords.