Action!/Equipment/Melee Weapons

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  • Very Light: +0 Damage, 3 Free points.
  • Light: +3 Damage, 2 Free points.
  • Medium: +5 Damage, 1 Free point
  • Heavy: +7 Damage, Heavy.
  • Large: +8 Damage, 2-Handed and Heavy
  • Good Quality: Add 1 point.
  • Inferior Quality: Add 1p Flaw.
1 2 3 4 5 6 8 10
+3 +5 +7 +8 +9 +10 +11 +12

Weapons[edit | edit source]

Damage Weapon Perks and Flaws
+0 Unarmed Natural
+3 Fighting Glove Natural
+3 Small stone Bash, Short, Throwable
+5 Stone Bash, Heavy, Short
+8 Big stone 2-Handed, Bash, Heavy, Impact, Short
+3 Small club Bash
+5 Hand Axe Chop
+7 Heavy Axe Heavy, Chop
+7 Axe 2-handed, Chop
+8 Really big axe 2-handed, Heavy, Chop
+9 Huge axe 2-handed, Heavy, Chop, Tiresome
+3 Nun-chaku Chain, Multiple
+5 Club Bash
+7 Baton Stun
+7 Mace Bash, Heavy
+7 Flanged Mace Bash, Expensive
+7 Big club, Baseball bat 2-handed, Bash
+8 Really Big club 2-handed, Bash, Heavy
+9 Really Big war club 2-handed, Bash, Expensive, Heavy
+5 Staff 2-handed, Impact, Multiple
+3 Shield bash Shield, Bash
+3(+6) Halfspear Thrust, Throwable
+5(+8) Spear Thrust, Long, 2-handed
+7(+10) Polearm Thrust, Long, 2-handed
+7(+10) Pike Thrust, Set, Long, Heavy, 2-handed
+3(+5) Epee Thrust, Fast
+5(+8) Rapier Thrust, Sharp
+8 Heavy Rapier Heavy, Expensive
+4 Dagger Short, Sharp
+6 Shortsword Expensive, Sharp
+6 Cutlass Sharp, Short
+7 Sabre Sharp 2, Expensive 3
+8 Sword Sharp 3, Expensive 4
+9 Dull big sword 2-handed, Heavy, Long, Dull, Expensive
+10 Really big sword 2-handed, Sharp 2, Heavy, Long, Expensive 4
+9 Monofilament whip Fragile, Expensive, No defense, Sharp 4
+9 Monofilament dagger Short, Sharp 4, Fragile, Expensive
+12 Monofilament sword Sharp 7, Fragile, Expensive 5
+8 Chainsword Sharp, Chain, Heavy, Wounding 5, Expensive 6
+8(11) Vibrosword Bash, Thrust, Sharp 3, Expensive 4
+3 Powerknife Bash, Chop, Impact, Expensive 1
+5 Powerknife Bash, Chop, Impact, Expensive 2
+8 Powersword 2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
+12 Plasmasword 2-handed, Chop, Sharp 5, Expensive 7
+12 Lightsaber (Power-based) Chop, Sharp 7, Expensive 8
+16 Death glove
+16 Singularity Sword
Damage|AV|Perks & Flaws Very Light +0 +3 AV Small
Light +3 +1 AV
Medium +5 0 Sharp
Large +8 -1
Huge +10 -2

Types of Weapons[edit | edit source]

  • Accurate: Progression 10 Attack.
  • Bash: Attacks also cause 1(Progression 5) Shot point loss.
  • Chop: Attacks cause an extra Wound on the first Wound.
  • Chain: Attacks cause Critical on all doubles.
  • Defensive: Progression 5 Defense.
  • Fast: Progression 5 Initiative.
  • Fine: +3 Damage, +1 AV (Expensive 2).
  • Long: Opponent may not use Short Weapons for Attacks against you.
  • Impact: Attacks also cause a Knockdown.
  • Multiple: Extra Attack per 5 Outcome. 1 Extra Damage per Outcome 5. (2)
  • Wounding: Extra Attack per 5 Outcome. Normal Damage. (5)
  • Set: Double Damage vs Mounted, or when charging Mounted.
  • Sharp: +1 Damage.
  • Shield: Gain Free Active Defense once per round.
  • Blunt: Lose the first Wound. (0)
  • Shock: Inflict Progression 2 extra Shock points.
  • Stun: Lose the first 4 Wounds, Cause 5(Progression 5) extra Shock points.
  • Throwable (2): Weapon may be thrown Str x 3 m..
  • Thrust: Progression 1/2 Damage against Armor.

Flaws[edit | edit source]

  • 2-handed: Requires double grip (or counts as Heavy, requiring (adds x 2) Str. Add any Str
  • Burnout: Only works 3, 2, 1 Sequence(s).
  • Dull: Raise require Margin for Wound by 1.
  • Fragile: Cannot be used for Active Defense.
  • Heavy: Weapon requires Str equal to the Damage add, but at least 6.
  • Inaccurate: Progression 1/2 penalty to Attack AV.
  • No Defense(2): No Passive Defense with Weapon.
  • Oneshot: May not be used for snapshot attacks.
  • Recharge: May only be used once every 2, 3, 4 Sequences.
  • Slow: May not be used a Sequence where you Move.
  • Short(1): Weapon cannot be used to parry Long Weapons. Weapon may be hidden.
  • Tiresome: Weapon causes 1 point of Shot loss when used.
  • Unwieldy: Requires space.
  • Expensive: Raise cost by 1 (Either Resources or points).

/Old