Combat 2nd edition


Melee Weapons Listing


This document provides a standardized reference for most melee weapons. Listed here also are non-melee, archaic weapons (such as bows and blowguns). This listing will not provide a description of the weapon, only base modifiers. The weapons are categorized according to Techniques: Axes & Picks, Blades, Blunt Weapons, Fist-Loads, Flexible Weapons, Polearms, Power Tools, and Staff. Weapons demanding the Archery Skill or Throwing Talent are likewise organized: Blowguns, Bows, Crossbows, Javelin, Slings, and Thrown Blades. Thrown Weapons is a Ranged Technique but does not include unique weapons, since it is the Technique used to properly throw weapons not traditionally intended for throwing (such as a sword).

Note that these modifiers are standard but not required. Weapons can be modified, or a weapon not on this list may be used.

After each weapon’s heading, the following statistics are listed:
  • Damage: the base damage the weapon inflicts in addition to Strength dice
  • Accuracy: a bonus or penalty to attack rolls based on the weapon’s design
  • Initiative: a bonus or penalty to the character’s Initiative (if he’s using that weapon that turn) based on the weapon’s design
  • Move: a bonus or penalty to the distance the character can move that turn while using this weapon
  • Conceal: the space needed to conceal a weapon: P=pocket, J=jacket, T=trench coat, N=none, cannot be effectively concealed on the body
  • Notes: any other modifiers or important notes worth relating on this list, such as “2H” (this indicates a weapon that demands two hands to use properly)


Ranged weapons (such as bows) will also include the following statistics:
  • Damage: damage for some ranged weapons is a base dicepool; this works similarly to firearms (and includes “to hit” successes as bonus damage dice); there are exceptions, as noted below (namely Blowguns, Slings, Thrown Blades, and Thrown Weapons)
  • Clip: almost all archaic weapons have “1” listed since after the projectile is loosed, another must be manually loaded
  • Range: the weapon’s standard (medium) range



    Axes & Picks

  1. Battleaxe: Damage: +4; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N

  2. Great Axe: Damage: +6; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H

  3. Handaxe: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J

  4. Hatchet: Also tomahawks. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy when thrown

  5. Shovel: Also mattocks. Damage: +2; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H

  6. War Pick: Also ice picks. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J

    Blades

  7. Dagger: Also kukris. Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: different daggers may offer different additional benefits such as armor penetration

  8. Dagger, Parrying: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: +2 Accuracy to Parry Maneuvers

  9. Gunsen: Also war fans. Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: P; Notes: When the fan is closed, this is considered a Fist-Load and only does Strength+1 damage

  10. Hunga-Munga: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N

  11. Knife, Combat: Also cooking knives, switchblades, balisongs. Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P

  12. Punch Dagger: Also katars, bundis. Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: can add weapon to most Punch Maneuvers

  13. Sickle: Also kamas. Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J

  14. Stiletto: Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P

  15. Sword, Bastard: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N

  16. Sword, Broad: Also grand klaives. Damage: +4; Accuracy: +1; Initiative: -1; Move: +0; Conceal: T

  17. Sword, Hook: Also lajatangs. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: +2 Accuracy to Disarm Maneuvers

  18. Sword, Long: Also katanas. Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: high quality long swords will yield +1 Accuracy/Initiative bonuses

  19. Sword, Rapier: Also foils. Damage: +2; Accuracy: +0; Initiative: +2; Move: +0; Conceal: T

  20. Sword, Scimitar: Also cutlasses, machetes, falchions. Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: T

  21. Sword, Short: Also kris, klaives, ninja-tos, wakizashis. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: high quality short swords will yield +1 Accuracy/Initiative bonuses

  22. Sword, Sleeve: Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: a hidden spring can double weapon’s length, adding +2 Damage (+1 Initiative to the first turn it’s used, then –1 Initiative thereafter)

  23. Sword, Two-Handed: Damage: +6; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H

  24. Sword, Whip: Also urumis. Damage: +1; Accuracy: -1; Initiative: +0; Move: +0; Conceal: T; Notes: score 2-4 damage tests with one strike

    Blunt Weapons

  25. Baseball Bat: Also clubs, nightsticks, escrima sticks, jo staffs. Damage: +1; Accuracy: +0; Initiative: +1; Conceal: J; Move: +0; Notes: metal rods will do more damage

  26. Bokken: Damage: +1; Accuracy: +1; Initiative: +1; Move: +0; Conceal: T; Notes: can be used to pierce and stake vampires

  27. Cane: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: +1 Accuracy to Sweep Maneuvers

  28. Mace: Damage: +3; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N

  29. Morningstar: Damage: +4; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N

  30. Sai: Damage: +1; Accuracy: +1; Initiative: +1; Move: +0; Conceal: J; Notes: +1 Accuracy to Parry Maneuvers, +1 Accuracy to Disarm Maneuvers

  31. Sap: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: inflicts bashing damage

  32. Shield: Damage: +0; Accuracy: +2; Initiative: -1; Move: +0; Conceal: N; Notes: lose defensive bonus when used as weapon; a spiked shield adds +1 Damage

  33. Tonfa: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy to Parry Maneuvers

  34. War Hammer: Damage: +3; Accuracy: +1; Initiative: +0; Move: +0; Conceal: T

    Fist-Loads

  35. Bankoku-Choki: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy to Disarm Maneuvers, +1 Accuracy to Parry/Block Manuevers

  36. Brass Knuckles: Also cestus, a hand wearing lots of big rings. Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: P; Notes: weapon can be added to most Punch Maneuvers

  37. Gauntlet: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: weapon can be added to most Punch Maneuvers; +1 Accuracy to Parry/Block Maneuvers

  38. Kubotan: Also a sturdy keychain, a roll of quarters, a pen. Damage: +0; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: weapon can be added to most Punch Maneuvers

  39. Nekode: Also shuko, bagh nakh. Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: weapon can be added to most Punch Maneuvers; +2 dice to climbing rolls

  40. Rock, Small: Damage: +0; Accuracy: +0; Initiative: +1; Move: +0; Conceal: J; Notes: this reflects a 2 to 5-pound stone, not a mere pebble

  41. Rock, Large: Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: this reflects a 10 to 20-lb. stone; 2H

  42. Stake: Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: used especially on those pesky vampires

    Flexible Weapons

  43. Chain: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: double’s wielder’s reach

  44. Flail: Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: harder to parry – defender loses 2 Accuracy dice from Parry attempts

  45. Garrote: Damage: +1; Accuracy: +0; Initiative: -3; Move: none; Conceal: P; Notes: once attack is made, it’s considered a Sustained Hold similar to the Choke Hold Maneuver; wire garrotes inflict Strength+3 damage

  46. Kusari: Also manrikigusaris. Damage: +1; Accuracy: +1; Initiative: +0; Move: -1; Conceal: T; Notes: doubles wielder’s reach, +1 Accuracy to Disarm Maneuvers

  47. Kusarigama: Damage: +1; Accuracy: +1; Initiative: +0; Move: -2; Conceal: T; Notes: doubles wielder’s reach, +1 Accuracy to Disarm Maneuvers; the sickle end requires the Blades Technique (treat as a kama); 2H

  48. Net: Damage: none; Accuracy: +2; Initiative: -1; Move: -2; Conceal: T; Notes: if attack is successful, victim is completely entangled (as per the Entangle Maneuver; escaping from the net requires an opposed Strength roll (as if it were a grapple, except the captor gains +2 dice to his check); once the net is thrown, it must be folded back up to be thrown again, which takes 3 turns; 2H

  49. Nunchaku: Damage: +3; Accuracy: +1; Initiative: +1; Move: +0; Conceal: J

  50. Steel Whip: Damage: +2; Accuracy: +0; Initiative: -1; Move: +0; Conceal: J; Notes: doubles wielder’s reach, +2 Accuracy to Disarm Maneuvers

  51. Three-Section Staff: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: +2 Accuracy to Disarm Maneuvers, +1 Accuracy to Parry Maneuvers; 2H

  52. Whip: Damage: +1; Accuracy: +0; Initiative: -1; Move: +0; Conceal: J; Notes: triples wielder’s reach, +2 Accuracy to Disarm Maneuvers, +2 Accuracy to Sweep Maneuvers

  53. Yo-Yo: Damage: +1; Accuracy: +0; Initiative: +2; Move: +0; Conceal: P

    Polearms

  54. Glaive: Also naginatas, kwan daos. Damage: +4; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: 2H

  55. Lance: Damage: +4; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach, but ineffective from dismounted position; 2H

  56. Rake: Also long claws. Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: +1 Accuracy to Parry Maneuvers; 2H

  57. Scythe: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H

  58. Spear: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach

  59. Trident: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach

    Power Tools

  60. Chainsaw: Damage: +7; Accuracy: -1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H

  61. Industrial Drill: Damage: +5; Accuracy: -2; Initiative: -2; Move: -1; Conceal: N; Notes: 2H

  62. Jackhammer: Damage: +6; Accuracy: -1; Initiative: -2; Move: -2; Conceal: N; Notes: 2H

    Staff

  63. Eku: Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: 2H

  64. Quarterstaff: Also bos, lathis. Damage: +3; Accuracy: +0; Move: +0; Initiative: +0; Conceal: N; Notes: damage will vary depending on weight and make of staff; 2H

  65. Shikomi-zue: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: hides a spear or chain (requiring Polearms or Flexible Weapons Technique to use properly); the Damage increases by +1 when the hidden weapon is revealed; 2H

    Blowguns

  66. Blowgun: Damage: 2; Rate: 1; Clip: 1; Range 20; Accuracy: +1; Initiative: +0; Move: none; Conceal: J; Notes: does not add Accuracy successes to damage pool, darts poisoned or aimed at vitals

  67. Fukimi-bari: Damage: 1; Rate: 1; Clip: 1; Range 5; Accuracy: +0; Initiative: +0; Move: none; Conceal: P; Notes: does not add Accuracy successes to damage pool, darts poisoned or aimed at vitals

  68. Metsu-bishi: Damage: none; Rate: 1; Clip: 1; Range 5; Accuracy: +2; Initiative: +0; Move: none; Conceal: P; Notes: blinding powders do no damage, subject loses sight for 5 (minus Stamina) turns

    Bows

  69. Bow, Long: Damage: 4; Rate: 1; Clip: 1; Range 150; Accuracy: +1; Initiative: +0; Move: none; Conceal: N; Notes: 2H

  70. Bow, Long, Composite: Damage: 4; Rate: 1; Clip: 1; Range 200; Accuracy: +2; Initiative: +0; Move: none; Conceal: N; Notes: 2H

  71. Bow, Short: Damage: 3; Rate: 1; Clip: 1; Range 100; Accuracy: +1; Initiative: +0; Move: none; Conceal: T; Notes: 2H

  72. Bow, Short, Composite: Damage: 3; Rate: 1; Clip: 1; Range 150; Accuracy: +2; Initiative: +0; Move: none; Conceal: T; Notes: 2H

    Crossbows

  73. Crossbow, Hand: Also wrist crossbows. Damage: 3; Rate: 1; Clip: 5; Range 30; Accuracy: +1; Initiative: +1; Move: +0; Conceal: P

  74. Crossbow, Heavy: Damage: 5; Rate: 1; Clip: 1; Range 200; Accuracy: +1; Initiative: -1; Move: -2; Conceal: T; Notes: reloading requires one turn, 2H

  75. Crossbow, Light: Damage: 4; Rate: 1; Clip: 1; Range 150; Accuracy: +1; Initiative: +0; Move: -1; Conceal: J

  76. Crossbow, Repeating: Also cho-ko-nus. Damage: 4; Rate: 1; Clip: 5; Range 150; Accuracy: +1; Initiative: -1; Move: -1; Conceal: T; Notes: 2H

    Javelin

  77. Javelin: Damage: +2; Rate: 1; Clip: 1; Range 40; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: any spear can be thrown as well, though typically at half the range of a javelin

    Slings

  78. Bolas: Damage: +0; Rate: 1; Clip: 1; Range 25; Accuracy: +0; Initiative: -2; Move: none; Conceal: J; Notes: a victim is entangled (as per the Entangle Maneuver)

  79. Hand Sling: Also sling shots. Damage: +2; Rate: 1; Clip: 1; Range 10; Accuracy: +0; Initiative: +1; Move: none; Conceal: P

  80. Staff Sling: Damage: +2; Rate: 1; Clip: 1; Range 12; Accuracy: +0; Initiative: +0; Move: none; Conceal: N; Notes: 2H

    Thrown Blades

  81. Boomerang: Damage: +1; Rate: 1; Clip: 1; Range 40; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: returns to thrower’s position the same turn if target missed

  82. Caltrop: Damage: +1; Rate: special; Clip: 1; Range 20; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: as many caltrops can be thrown in one turn as the wielder has dots in Throwing – add +1 Accuracy die per weapon; caltrops are usually laid out as traps on the ground to slow pursuit (Perception+Alertness, difficulty 7, to avoid caltrops – stepping on one inflicts 3 dice of damage and impairs movement)

  83. Shuriken: Damage: +1; Rate: special; Clip: 1; Range 20; Accuracy: +1; Initiative: +2; Move: +0; Conceal: P; Notes: as many shuriken can be thrown in one turn as the wielder has dots in Throwing – add +1 Accuracy die per weapon

  84. Throwing Knife: Damage: +1; Rate: special; Clip: 1; Range 20; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: as many throwing knives can be thrown in one turn as the wielder has dots in Throwing – add +1 Accuracy die per weapon

  85. War Dart: Damage: +1; Rate: 1; Clip: 1; Range 25; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J