Melee Weapons

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A weapon you swing or thrust into an enemy that has no detachable or released component is a melee weapon. Melee weapons include most edged weapons, blunt weapons, and unarmed attacks. Any ranged weapon used as an improvised melee weapon counts instead as a melee attack and will likely utilize improvised weapon statistics instead of its normal properties.
     The following tables list weapons first by which skill is rolled when using them and then by category of weapon. Note that these categories do not necessarily equate to specializations.

Melee Damage

Damage dealt by melee weapons is often based on your Strength rating. Most DVs will list your Strength plus a constant value. The sum of these values is the weapon’s base DV when you wield the weapon. Note: The original rules always divided your Strength in half—this is no longer the rule. With armor’s damage reduction being constant and not being rolled, there is no need to nerf melee weapons further.

Throwing Weapons

Some weapons are designed for use as a melee weapon and a thrown ranged weapon. If a melee weapon has a Range value, it can be thrown, but will always use the Thrown Weapons skill instead of its normal melee-based weapon skill for the initial weapon test. If the weapon’s normal melee-based skill is tied to Strength, you may still use Strength for the weapon test despite using Thrown Weapons. The weapon still uses its normal DV and AP.

Bludger Weapons

The weapons on the following tables are used with the Bludgers skill. These weapons send a wave of force into the target, rupturing bones and organs beneath the area of impact. Bludgers typically make good non-lethal weapons, are rarely restricted, but are not terribly efficient when used against armored opponents.

Clubs

Clubs are simple, blunt instruments typically composed of a rigid shaft that acts as an extension of the arm. Increased density plus a wider radius when swung equates to a greater impact than unarmed strikes. Clubs are the standard, non-lethal weapon in any combatant’s arsenal and are often not considered very threatening (at least among other fighters), making clubs a much more tolerated weapon in society.

Weapon Reach Range DV AP Availability Price Weight
Bat 1 STR + 3 I L 900 2
Baton STR + 1 I L 4 480 1
Club 1 3 STR + 1 I L 1 450 1
Mace 1 STR + 2 I L -1 6 900 4
Morningstar 1 STR + 2 P L -2 5 1,000 4
Prod 2 STR + 1 I L -1 3 900 1
Sap STR + 1 I L +1 5 360 2
Staff 2H 2 STR + 3 I L 4 1,620 3
Tonfa 1 STR + 2 I L 4 750 1

Hammers

Hammers apply inertial force to a specific area of impact at the widest point of the swing radius. Unlike many melee weapons, hammers are intentionally unbalanced to put most of their mass behind the point of impact. Hammers are not the most conventional weapon in a combatant’s arsenal—especially in light of modern weaponry—but they are very effective at inflicting damage through plated armor and destroying items. When targeting an object or barrier with an attack using a hammer, treat the target’s AV as reduced by an amount equal to your attack’s net hits (minimum 0 AV).

Weapon Reach Range DV AP Availability Price Weight
Bush Hammer 1 STR + 2 I L -1 3 900 4
Mallet 1 STR + 1 I L +1 1 450 3
Maul 2H 2 STR + 4 I L -1 5 2,160 6
Pickaxe 1 STR + 2 P C -2 1 1,300 4
Square-Faced Hammer 1 STR + 2 I L 4 750 3
Throwing Hammer 3 STR + 1 I L 5 360 1
Warhammer 1 STR + 3 I L -1 6R 1,050 4
Warpick 2H 2 STR + 5 P C -2 6R 3,420 5

Shields

You can bash with shields. These statistics are for the use of shields as weapons. For their standard rules as a defensive implement, go here.
     NOTE: The prices listed on this table are placeholder values while I write up the rest of the rules. These prices will go up after the shield rules have been formally written.

Weapon Reach DV AP Availability Price Weight
Ballistic Shield 1 STR + 2 I L 6R 750* 6
Body Shield STR + 1 I L 2 480* 5
Buckler STR I L 3 360* 2
Riot Shield 1 STR + 1 I L 4R 600* 3
Tactical Shield 2H 1 STR + 2 I L 7R 1,125* 9
* Temporary Value

Heavy Blade Weapons

The weapons on the following tables are used with the Heavy Blades skill. Heavy blades are edged weapons that utilize brute force to hack and force the weapon through the target. This category of edged weapon derives its name due to the tendency to be larger and heavier than their finesse-based counterparts. These weapons aren’t efficient against armored opponents, but their higher damage values usually make up for this.

Axes

Axes employ a weighted, edged head on a shaft. When swung, the weight increases inertial force to push the blade into the target. Axes have a curved edge, increasing the chances of the impact’s vector of force to always be perpendicular to the surface struck. This directs the force of the blow very efficiently and makes the axe a traditionally useful survival tool and weapon.

Weapon Reach Range DV AP Availability Price Weight
Bonecutter 2H 2 STR + 6 P C +1 9 4,610 9
Combat Axe 1 STR + 4 P C 5R 3,360 5
Hatchet 1 STR + 2 P C 2 1,600 2
Tomahawk 3 STR + 1 P C 2 960 1
Wide Edge Axe 1 STR + 2 I C -2 6 2,080 5

Spears

Spears are hafted weapons that are thrust into targets via a pointed end; possibly the oldest manufactured weapon in the history of man.

Weapon Reach Range DV AP Availability Price Weight
Kila 0 STR + 1 P C -1 4 1,280 1
Javelin 2 6 STR + 1 P C 4 1,150 2
Lance 3 STR + 5 I L +1 7 2,350 9
Longspear 2H 4 H STR + 4 P C 5 4,700 7
Trident 2 3 STR + 2 I C -2 7 1,870 3

Swords

Though swords come in vast varieties, those classified as heavy blades are often heavier, thicker, and focus more on hacking through the target. These swords favor power over speed and finesse. As such, heavy swords are often perceived as more barbaric and less civilized than their lighter counterparts.

Weapon Reach DV AP Availability Price Weight
Bastard Sword 1 STR + 2 P C 6 1,900 5
Broadsword 1 STR + 2 P C -1 8 1,920 4
Fullblade 2H 2 STR + 5 P C -2 10R 8,200 10
Longsword 1 STR + 2 P C 5 1,600 4
Machete 1 STR + 3 P C 2 1,900 4
Scimitar 1 STR + 1 P C 5 1,380 3

Light Blade Weapons

Daggers

Weapon Reach Range DV AP Availability Price Weight
Corvo STR P C +1 5R 770 1
Dagger 3 STR + 1 P C 2 960 1
Katar STR + 2 P C -1 4 1,540 1
Kris 1 STR + 1 P C 6R 1,900 2
Kukri 1 STR + 3 P C -1 6 2,240 2
Parrying Dagger STR + 1 P C 7 1,090 1
Sickle 1 STR + 2 P C 4 1,600 2

Swords

Weapon Reach DV AP Availability Price Weight
Khopesh 1 STR + 2 P C 8R 2,400 3
Nihonto 1 STR + 2 P C 3 1,600 2
Odachi 2H 2 STR + 4 P C 6R 4,030 5
Rapier 1 STR + 3 P C -1 6 2,240 2
Sabre 1 STR + 1 P C 4 1,280 2
Short Sword 1 STR + 2 P C -2 6 2,080 2

Thrown Weapons

This group of weapons is predominately comprised of ranged weapons. However, due to the similarity in arm movements and aiming, the Thrown Weapons skill also includes some melee weapons. These weapons usually consist of flexible material or weighted components tethered by rope, bands, or chains.

Flails

Weapon Reach DV AP Availability Price Weight
Dire Flail 2H 2 STR + 3 I C -2 9 4,320 10
Hand Flail 1 STR + 2 I L -1 4 1,440 3
Scourge 1 STR + 4 I L +4 6 1,080 2
Spiked Chain 2H 3 STR + 3 I L 9 3,025 13

Whips

Weapon Reach DV AP Availability Price Weight
Bullwhip 5 7 P C 5 4,480 3
Signal Whip 3 5 P C 5 2,240 2
Snake Whip 2 3 P C 6 1,150 1

Unarmed Weapons

Despite the oxymoron inherent to ‘unarmed weapons’, these weapons either enhance the destructive power of the body or add to the effectiveness of martial form. Use the Unarmed Combat skill when wielding these weapons.

Fist Weapons

The following weapons enhance the effectiveness of the human fist as a weapon. Note that while some entries are named in plural form, each of these entries (and their costs) represent only one weapon. To equip a pair, you must purchase two of each. If your character is one to use kicks more than punches, you may instead acquire or craft footwear versions of the following weapons, using the same statistics but changing where the item is equipped.

Weapon Reach DV AP Availability Price Weight
Boxing Glove STR I L +2 2 190 1
Brass Knuckles STR + 2 I L -1 3 1,150 1
Gauntlet STR + 1 I L 4 770 2
Plated Glove STR + 1 I L 2 770 1
Power Fist STR + 4 I L -2 10R 2,500 3
Spiked Knuckles STR + 2 P C 5R 1,920 1

Technique Weapons

The following weapons function as extensions of bodily movements in martial forms. (GM Note: I didn’t really have anywhere else to put these; being put here made the most sense to me.)

Weapon Reach DV AP Availability Price Weight
Body Spikes STR P C 8 770 2
Claw STR + 1 P C 7 1,030 2
Garrote STR P L 4 700 1
Nunchaku 1 STR + 2 I L 4 1,200 1
Sai STR + 2 I L 6 960 2
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Melee Weapons

Nymsilet Shadowrunners TheWaylander