Noting a lack of Roman-era inspired weapons, I began tinkering around with a few and came up with these stats.
The Roman pilum was a heavier variant of the javelin, with a very long iron tip featuring a weight at the base of the tip. Historians believe it would have been used by frontline infantry to barrage armored opponents at moderate range before closing in with spears or shorter melee weapons. Some have theorized that the elongated tip was designed to bend on impact, neutralizing a shield by transfixing it and getting caught in the wood, but reenactors using recreated weapons have found this “bending” feature was likely not the intention of the design and not necessary to make the thrown weapon highly effective against most types of bronze-age shields and armor. The rigid, weighted tip allows it to pass through wooden shields with very little effort, getting stuck in the shield and often wounding the person behind it. The heavy variant can be thrown with enough force to easily split mail links and knock a soldier off his feet.
The falx was used by barbarian tribes against the Roman legion. It may be an early variant of the “war scythe,” and such a weapon would likely have similar properties in game. Variants were designed to be used either one- or two-handed. It may resemble a sort of sword with an inverted curve, but the forward center of balance causes it to handle more similarly to an axe, and it lacks the dexterity of more evenly balanced swords, making it an inferior choice for parrying. Roman accounts of this weapon describe its terrifying efficacy against armored infantry, particularly crushing through helmets, and historians have hypothesized that heavier Roman helmets were introduced to counter the falx.
Here are the stats I cooked up. Availability rating may be reduced to 1 in cultures where these weapons are more standard.
Reach 2, 1H, 3CD, Anti-shield, Fragile, Piercing 1, Thrown
Availability 2, Cost 2
Reach 2, Unb, 4CD, Fragile, Knockdown, Piercing 2, Thrown
Availability 2, Cost 3
Reach 2, Unb, 4CD, Piercing 1, Vicious 1
Availability 2, Cost 8
New Quality: Anti-shield
If the target of the thrown attack is equipped with a weapon with the Shield property, an effect rolled causes the weapon to fix itself within the shield. That shield becomes Unbalanced as long as the weapon is stuck in this way, due to the added weight and general awkwardness of having a long, weighted shaft attached to it. If the shield is already Unbalanced, it becomes Unwieldy instead. This condition can be removed with a Clear action.