Action!/Equipment/Melee Weapons
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< Action! | Equipment(Redirected from Melee Weapons (Action!))
- 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).