COMPENDIUM
OF MODERN ARMAMENTS
Section
VII: Melee Weapons
GAME STATISTICS
Name |
ACC |
PAR |
DM |
BR |
Cap |
Cost |
Mass |
Availability |
Notes |
Ax, Hatchet |
+0 |
-1 |
AD+7 |
Throw |
n/a |
15 |
1.5kg |
1 |
|
Ax, Large or Combat |
+0 |
-1 |
AD+11 |
Melee |
n/a |
50 |
2kg |
1 |
|
Ax, Pole |
-1 |
-1 |
AD+15 |
Melee |
n/a |
100 |
2.5kg |
2 |
|
Ax, Throwing |
+0 |
-1 |
AD+6 |
Throw+2 |
n/a |
25 |
1kg |
1 |
|
Brass Knuckles |
+0 |
+0 |
UD+3 |
Melee |
n/a |
20 |
0.5kg |
1 |
Takes unarmed vs. armed penalties |
Club, Medium |
+0 |
-1 |
AD+9 |
Melee |
n/a |
10 |
2kg |
1 |
e.g. Baseball Bat |
Club, Short |
+0 |
-1 |
AD+5 |
Melee |
n/a |
5 |
1kg |
1 |
|
Knife, Large |
+0 |
-1 |
AD+5 |
Throw |
n/a |
15 |
1kg |
1 |
e.g. Combat Knife |
Knife, Small |
+0 |
-1 |
AD+3 |
Throw |
n/a |
10 |
0.5kg |
1 |
|
Knife, Throwing |
+0 |
-1 |
Varies* |
Throw+1 to +3 |
n/a |
Varies* |
Var |
1 |
*Varies by size of knife (Large or small) |
Machete |
+0 |
+0 |
AD+8 |
Melee |
n/a |
20 |
1kg |
1 |
|
Nightstick |
+0 |
+1 |
AD+6 |
Melee |
n/a |
20 |
1kg |
2 |
|
Staff, Metal |
+0 |
+0 |
AD+11 |
Melee |
n/a |
25 |
4kg |
2 |
Req: STR+2 else -1Acc/Parry |
Staff, Wood |
+0 |
+1 |
AD+7 |
Melee |
n/a |
7 |
2.5kg |
1 |
|
Spear, Long |
-1 |
-1 |
AD+12 |
Throw-1 |
n/a |
35 |
3kg |
2 |
|
Spear, Short |
+0 |
+1 |
AD+8 |
Throw |
n/a |
20 |
1.5kg |
2 |
|
Sword, Cutlass |
+0 |
+1 |
AD+10 |
Melee |
n/a |
75 |
1.5kg |
2 |
|
Sword, Great |
-1 |
-1 |
AD+18 |
Melee |
n/a |
150 |
2.5kg |
2 |
2-handed |
Sword, Katana |
+0 |
+1 |
AD+13 |
Melee |
n/a |
300 |
1.5kg |
2 |
1 or 2H |
Sword, Long |
+0 |
+0 |
AD+11 |
Melee |
n/a |
100 |
1kg |
2 |
|
Sword, Short |
+0 |
+1 |
AD+8 |
Melee |
n/a |
75 |
1.5kg |
2 |
|
Tonfa |
+0 |
+1 |
AD+6 |
Melee |
n/a |
20 |
1kg |
2 |
|
Monoknife* |
+0 |
-1 |
AD+9 |
Melee |
n/a |
200 |
0.5kg |
3 |
See Entry |
Monosword/Monokatana* |
+0 |
+0 |
AD+15 |
Melee |
n/a |
600 |
1kg |
3 |
See Entry |
Monofilament Whip |
+0 |
-2 |
AD+9 |
Melee |
n/a |
350 |
0.5kg |
4 |
See Entry |
Vibroknife** |
+0 |
-1 |
AD+9 |
Melee |
30 |
400/10 |
0.5kg |
3 |
See Entry |
Vibromachete** |
+0 |
-1 |
AD+15 |
Melee |
30 |
600/10 |
1.5kg |
3 |
See Entry |
Vibrosword** |
+0 |
+0 |
AD+20 |
Melee |
30 |
1000/10 |
2kg |
4 |
See Entry |
Vibroax** |
+0 |
-1 |
AD+20 |
Melee |
30 |
1000/10 |
3kg |
4 |
See Entry |
Stun Baton |
+0 |
+0 |
AD+6 |
Melee |
30 |
200/10 |
0.5kg |
3 |
Up to Intensity 6 Electrical attack |
Stun Glove |
+0 |
+0 |
UD+5 |
Melee |
30 |
300 |
0.5kg |
3 |
Up to Intensity 6 Electrical attack, -1 Par vs. armed
opponents |
Taser (Contact) |
+0 |
-1 |
AD |
Melee |
30 |
100/10 |
0.25kg |
2A |
Up to Intensity 6 Electrical attack |
Taser (Ranged) |
+0 |
n/a |
x5 |
5m |
5/30 |
400/10 |
0.5kg |
2A |
Up to Intensity 6 Electrical attack. Max Range 20m.
See text for further info. |
Key:
Par: Optional parry modifier, Apply Par
value instead of Acc when using a weapon to parry.
Range: Base Throwing Range (BTR) is
determined by STR+3 for small objects (1kg or less). Larger
objects will reduce the BTR by their mass over 1kg (e.g. mass-1),
to a minimum of 1m.
Other Notes:
All Edged melee weapons are considered to be Armor Piercing vs.
soft armors (e.g. any of the flak vests/suits, and NOT
hardshell), reducing the armor applied by 1/2.
Because this list of melee weapons is very
general, GMs should feel free to apply "quality"
modifiers (such as those in the Equipment Catalog). Additionally,
for weapons of exceptional quality (5x cost or more), the DM of a
weapon could be increased, though a maximum of 20% (min. +1DM) is
recommended.
* Monoweapons reduce applied
"soft" armor by 2/3.
** Vibroweapons reduce applied
"soft" armor by 2/3, and reduce "hard" armor
by 1/2
DESCRIPTIONS
|
|
The Wallacher Combat Ax is
typical of the modern street-warfare battleax.
Utilizing a lightweight alloy handle coupled with
a dual-alloy composite blade: a durable steel
alloy comprises the bulk of the axe-head, while a
tungsten carbide cermet is used for the edge.
Additionally, the Wallacher Combat Ax has a small
stud that when pressed, releases a 10cm thrusting
spike from the "business end" of the
haft! (Thrusting spike is +0 Acc, AD+5 damage,
and is AP vs. soft armor) The Wallacher model
retails for $150. |
|
|
|
The Throwing Ax is a small
hatchet that has been balanced for throwing.
Commonly manufactured from steel (or sometimes
440 stainless) stampings that are then ground to
shape. Though designed to be thrown, the throwing
ax makes an effective close-combat weapon as
well. |
|
|
|
The Combat Knife is one of the
most ubiquitous yet practical weapons available.
Most combat knives have blades between 15-25cm
(6-10") in length, and many have a serrated
section for sawing through ropes and other
difficult materials. Though most are
single-edged, double-edged versions are also
available. Commonly made of stainless steel, a
matte finish can be applied for an additional fee
($5). |
|
|
|
The small combat knife is most
commonly seen as a concealed weapon, filling a
role similar to that of a hold-out pistol crossed
with a utility tool. These blades are small
enough to be concealed in jacket sleeves or boots
(thus boot knives). Single- and double-edged
models are available. Most have fixed-blades, but
a wide number of folding models are available
(usually at double cost). |
|
Throwing Knife, Large |
+0 |
-1 |
AD+5 |
Throw+1 |
n/a |
$15+ |
1kg |
1 |
Throwing Knife, Small |
+0 |
-1 |
AD+3 |
Throw+2 |
n/a |
$10+ |
0.5kg |
1 |
Throwing Spike/Star, Large |
+0 |
n/a |
AD+3 |
Throw+2 |
n/a |
$5+ |
0.2kg |
1 |
Throwing Spike/Star, Small |
+0 |
n/a |
AD+1 |
Throw+3 |
n/a |
$2+ |
0.1kg |
1 |
|
|
Throwing knives are available in
a wide variety of sizes and shapes. Single- and
double-edged models are common, as well as others
that are little more than sharpened spikes of
metal.
|
|
Machete |
+0 |
-1 |
AD+8 |
Melee |
n/a |
$20 |
1kg |
1 |
|
|
The machete is another common
utilitarian weapon for slashing and chopping
through underbrush. Modern machetes are
constructed from a durable steel alloy. Many
models are also anodized with a matte finish
(+$15). |
|
Nightstick |
+0 |
+0 |
AD+6 |
Melee |
n/a |
$20 |
1kg |
2 |
Nightstick (Collapsible) |
+0 |
+0 |
AD+6 |
Melee |
n/a |
$50 |
1kg |
2 |
|
|
The modern police nightstick
still very closely resembles its forefathers, in
that it is commonly a stout wooden club, balanced
for close-combat. Some of the more modern
versions have an alloy or polymer body, depending
on intended (non)lethality. Concealable,
collapsible alloy models are also available
(shown). Yet others include taser technology, see
Stun Baton entry, below. |
|
|
|
Swords are available in a broad
range of shapes and sizes, ranging from
short-swords up to two-handed greatswords. The
attributes of various weapons are highly
depending on their size and mass. Swords are
relatively rarely seen in combat, though some of
the more "eccentric" freelancers may
use them regularly. Swords can usually be found
in specialty cutlery shops in the mallplexes, but
many of these are of dubious quality, being
ground stamped-steel replicas. Higher-quality
swords can occasionally be found that are often
expensive hand-forged custom pieces (Avail 4+,
may have increased Acc, Par, DM). The Katana is
functionally equivalent to a bastard sword and
can be wielded 1- or 2-handed for AD+11 and
AD+13, respectively.
|
|
Tonfa |
+0 |
+1 |
AD+6 |
Melee |
n/a |
$20 |
1kg |
2 |
Tonfa (Collapsible) |
+0 |
+1 |
AD+6 |
Melee |
n/a |
$50 |
1kg |
2 |
|
|
The tonfa was originally a
Japanese martial arts weapon that has since been
adapted to a duty similar to the nightstick.
Commonly carried by police officers, the tonfa
has seen a number of "modernizing"
adaptations. The simplest modern tonfa are still
a lacquered stout wooden club with a rubberized
handle, balanced for close-combat. Others have an
alloy or polymer body, depending on intended
(non)lethality. Concealable, collapsible alloy
models are also available (shown). Yet others
include taser technology, see Stun Baton entry,
below. |
|
|
|
The monoknife is perhaps the
culmination of 21st century knife-making. The
monoknife consists of a single-crystal atomically
sharp ceramic blade that is gradually composited
with a titanium alloy tang and spinal
reinforcement. The construction makes the
monoknife extremely effective, but the single
crystal edge is prone to shattering (roll 2 dice
vs. 3 every time an attack or parry roll is
fumbled, adding 1 to the threshold for each
successful "save") |
|
|
|
The monosword applies the
monocrystalline ceramic technology to a
full-sized sword. Kendachi markets a two-sword
set (daisho) of a monoblade wakizashi (AD+12) and
katana (AD+18). The pictured set retails for
$1000. Must make a shatter save vs 3+n
where n = number of fumbles survived. |
|
|
|
The monofilament whip is an
especially violent weapon, consisting of a
retractable 2-3m spool of modified buckytube
monofilament with a weighted end, attached to a
simple handle. The length of monofilament exposed
can be varied by the user. The monowhip ignores
soft armor, and only 1/3 of the rating of hard
armors is applied. However, on a fumble, user is
hit for a MOS of 1d6! |
|
|
|
The vibroknife, also called a
hummerknife, utilizes a high-frequency
piezoelectric oscillator to vibrate a
micro-serrated alloy or ceramic blade. The rapid
vibration gives the weapon it's capability to
easily saw through most materials, as well as its
namesake humming sound, depending on the blade's
harmonic frequency. Vibroweapons in general
rapidly consume power, as the small rechargeable
powercell ($10) only provides for approximately
30 minutes of continuous use (1 minute of
use/"shot"). Without power, a
vibroknife is merely a very expensive knife
(AD+5). |
|
|
Image Not Available
|
The vibromachete (hummermachete)
is essentially a scaled-up version of a
vibroknife. The typical vibromachete is
approximately 60-80cm in length, and the
powercell lasts for approximately 20 minutes at
full power. |
|
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Image not Available
|
The vibrosword is an expensive
and incredibly lethal melee weapon, though it too
suffers from a short "powered" life.
The standard rechargeable powercell ($10) grants
only 10 minutes at power. Vibroswords are
available in a wide variety of styles, from
Oriental to European. |
|
Vibroax |
+0 |
-1 |
AD+20 |
Melee |
10 |
1000/10 |
3kg |
4 |
|
Image not Available
|
The vibroax is a brutal
vibro-weapon. The large superalloy axhead,
coupled with the frictional heat and the
vibrational effect makes for an especially
devestating effect on the target. The attack is
considered Armor Crushing for purposes of armor
degradation (reduce armor rating by 2xMOS). |
|
Stun Baton |
+0 |
-1 |
AD+6+Shock |
Melee |
30 |
200/10 |
0.5kg |
3 |
|
|
The Stun Baton applies nonlethal
taser technology to the age-old police baton. On
contact, the taser studs release an electronic
"jolt" that can be varied from 10-200kV
(Intensity 1-6 Shock). The Intensity must be set
prior to combat, further adjustments cost 1
action. Damage from the electrical attack is
resolved normally, adding MOS to Intensity (HGRB2
p114, JCRB p120) and using two dice. The
weapon is calibrated such that the victim will
not be killed (ignore all lethal/coma results),
and at maximum, a Flesh Wound. The power pack has
30 "charges", that are drained a number
equal to the Intensity setting on each use. See
Stun Glove entry for details on handling the
electrical attack. In addition, most stun batons
have a built-in "Intimidation" setting,
where arcs of electricity trace up and down the
baton's length (May grant bonuses to
Intimidation). The Intimidation setting uses 1
charge per turn. |
|
|
|
The Stun Glove is a non-lethal
weapon that has gained substantial popularity
with police and security units worldwide. The
Glove consists of a polymer mesh glove with a
number of electrical contact "studs" on
the knuckles and palm, connected to a
"bracer" of embedded rechargeable
powercells. The Intensity setting drains a
corresponding number of charges from the power
pack (e.g. Intensity 6 uses 6 of the 30 charges).
See Stun Baton (above) for details regarding
Electrical attack. |
|
|
|
Handheld taser devices have been
popular for decades as a concealable, nonlethal
self-defense weapon. The weapon itself does no
additional physical damage, but the electrical
shock on contact with the prongs can be
devestating! As with the other Stun weapons,
Tasers are adustable from typically 10-200kV
discharges (Int 1-6 Electrical attacks). The
power pack has 30 "charges", that are
drained a number equal to the Intensity setting
on each use. See Stun Baton entry for details on
handling the electrical attack. Most are small
enough to fit in a small purse or large pocket.
Additionally, an electrical arc can be generated
across a secondary set of "dummy"
contacts for intimidation purposes (potential
bonus to Intimidation rolls). The Intimidation
setting uses 1 charge per turn.
Other varieties of tasers utilize gas-propelled
wire-trailing darts to carry the discharge to the
opponent at range. These so-called "Air
tasers" utilize a compressed air canister
(good for 30 shots, $5) and an internal battery
(good for 30 points of Intensity, $10). Most have
a pepperbox configuration, with anywhere from 1-6
sets of darts available. Disposable
"clips" of darts cost $2/rd. Electrical
attack is identical to those described above.
Damage is insignificant -- value is given only to
determine if armor-penetration occurred. If DM *
MOS > Armor Value of target, armor has been
penetrated and electrical attack is made as
described previously. Darts limited by wire-spool
length of 20m (ie Maximum Range is 20m). |
|