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

Combat Ax +0 -1 AD+11 Melee n/a 50 2kg 1

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.

 

Ax, Throwing +0 -1 AD+6 Throw+2 n/a 25 1kg 1

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.

 

Knife, Large +0 -1 AD+5 Throw n/a 15 0.5kg 1

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).

 

Knife, Small +0 -1 AD+3 Throw n/a 10 0.25kg 1

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.

 

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 2-handed
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  
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.

 

Monoknife +0 -1 AD+9 Melee n/a $200 0.5kg 1
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")

 

Monosword/Monokatana +0 +0 AD+18 Melee n/a $600 1kg 1
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.

 

Monofilament Whip +0 -2 AD+9 Melee n/a $350 0.5kg 3
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!

 

Vibroknife +0 -1 AD+9 Melee 30 400/10 0.5kg 3

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).

 

Vibromachete +0 -1 AD+15 Melee 20 600/10 1.5kg 3

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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.

 

Vibrosword/Vibrokatana +0 +0 AD+20 Melee 10 1000/10 2kg 4

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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

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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.

 

Stun Glove +0 -1 UD+3+Shock Melee 30 300 0.5kg 3

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.

 

Taser (Contact) +0 -1 AD+Shock Melee 30 100/10 0.25kg 2A
Taser (Ranged) +0 n/a x5 + Shock 5m (20m MAX) Special 400/10 0.5kg 2A

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).