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
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Battleaxe: Damage: +4; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N
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Great Axe: Damage: +6; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H
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Handaxe: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J
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Hatchet: Also tomahawks. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy when thrown
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Shovel: Also mattocks. Damage: +2; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H
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War Pick: Also ice picks. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J
Blades
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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
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Dagger, Parrying: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: +2 Accuracy to Parry Maneuvers
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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
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Hunga-Munga: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N
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Knife, Combat: Also cooking knives, switchblades, balisongs. Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P
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Punch Dagger: Also katars, bundis. Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P; Notes: can add weapon to most Punch Maneuvers
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Sickle: Also kamas. Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J
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Stiletto: Damage: +1; Accuracy: +0; Initiative: +1; Move: +0; Conceal: P
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Sword, Bastard: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N
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Sword, Broad: Also grand klaives. Damage: +4; Accuracy: +1; Initiative: -1; Move: +0; Conceal: T
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Sword, Hook: Also lajatangs. Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: +2 Accuracy to Disarm Maneuvers
- 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
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Sword, Rapier: Also foils. Damage: +2; Accuracy: +0; Initiative: +2; Move: +0; Conceal: T
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Sword, Scimitar: Also cutlasses, machetes, falchions. Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: T
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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
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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)
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Sword, Two-Handed: Damage: +6; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H
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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
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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
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Bokken: Damage: +1; Accuracy: +1; Initiative: +1; Move: +0; Conceal: T; Notes: can be used to pierce and stake vampires
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Cane: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: +1 Accuracy to Sweep Maneuvers
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Mace: Damage: +3; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N
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Morningstar: Damage: +4; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N
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Sai: Damage: +1; Accuracy: +1; Initiative: +1; Move: +0; Conceal: J; Notes: +1 Accuracy to Parry Maneuvers, +1 Accuracy to Disarm Maneuvers
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Sap: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: inflicts bashing damage
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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
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Tonfa: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy to Parry Maneuvers
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War Hammer: Damage: +3; Accuracy: +1; Initiative: +0; Move: +0; Conceal: T
Fist-Loads
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Bankoku-Choki: Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: +1 Accuracy to Disarm Maneuvers, +1 Accuracy to Parry/Block Manuevers
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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
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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
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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
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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
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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
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Rock, Large: Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: this reflects a 10 to 20-lb. stone; 2H
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Stake: Damage: +2; Accuracy: +0; Initiative: +0; Move: +0; Conceal: T; Notes: used especially on those pesky vampires
Flexible Weapons
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Chain: Damage: +1; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J; Notes: double’s wielder’s reach
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Flail: Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: J; Notes: harder to parry – defender loses 2 Accuracy dice from Parry attempts
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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
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Kusari: Also manrikigusaris. Damage: +1; Accuracy: +1; Initiative: +0; Move: -1; Conceal: T; Notes: doubles wielder’s reach, +1 Accuracy to Disarm Maneuvers
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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
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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
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Nunchaku: Damage: +3; Accuracy: +1; Initiative: +1; Move: +0; Conceal: J
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Steel Whip: Damage: +2; Accuracy: +0; Initiative: -1; Move: +0; Conceal: J; Notes: doubles wielder’s reach, +2 Accuracy to Disarm Maneuvers
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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
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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
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Yo-Yo: Damage: +1; Accuracy: +0; Initiative: +2; Move: +0; Conceal: P
Polearms
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Glaive: Also naginatas, kwan daos. Damage: +4; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: 2H
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Lance: Damage: +4; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach, but ineffective from dismounted position; 2H
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Rake: Also long claws. Damage: +1; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: +1 Accuracy to Parry Maneuvers; 2H
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Scythe: Damage: +5; Accuracy: +1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H
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Spear: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach
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Trident: Damage: +3; Accuracy: +0; Initiative: +0; Move: +0; Conceal: N; Notes: doubles wielder’s reach
Power Tools
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Chainsaw: Damage: +7; Accuracy: -1; Initiative: -1; Move: +0; Conceal: N; Notes: 2H
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Industrial Drill: Damage: +5; Accuracy: -2; Initiative: -2; Move: -1; Conceal: N; Notes: 2H
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Jackhammer: Damage: +6; Accuracy: -1; Initiative: -2; Move: -2; Conceal: N; Notes: 2H
Staff
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Eku: Damage: +2; Accuracy: +1; Initiative: +0; Move: +0; Conceal: N; Notes: 2H
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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
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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
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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
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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
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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
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Bow, Long: Damage: 4; Rate: 1; Clip: 1; Range 150; Accuracy: +1; Initiative: +0; Move: none; Conceal: N; Notes: 2H
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Bow, Long, Composite: Damage: 4; Rate: 1; Clip: 1; Range 200; Accuracy: +2; Initiative: +0; Move: none; Conceal: N; Notes: 2H
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Bow, Short: Damage: 3; Rate: 1; Clip: 1; Range 100; Accuracy: +1; Initiative: +0; Move: none; Conceal: T; Notes: 2H
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Bow, Short, Composite: Damage: 3; Rate: 1; Clip: 1; Range 150; Accuracy: +2; Initiative: +0; Move: none; Conceal: T; Notes: 2H
Crossbows
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Crossbow, Hand: Also wrist crossbows. Damage: 3; Rate: 1; Clip: 5; Range 30; Accuracy: +1; Initiative: +1; Move: +0; Conceal: P
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Crossbow, Heavy: Damage: 5; Rate: 1; Clip: 1; Range 200; Accuracy: +1; Initiative: -1; Move: -2; Conceal: T; Notes: reloading requires one turn, 2H
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Crossbow, Light: Damage: 4; Rate: 1; Clip: 1; Range 150; Accuracy: +1; Initiative: +0; Move: -1; Conceal: J
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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
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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
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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)
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Hand Sling: Also sling shots. Damage: +2; Rate: 1; Clip: 1; Range 10; Accuracy: +0; Initiative: +1; Move: none; Conceal: P
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Staff Sling: Damage: +2; Rate: 1; Clip: 1; Range 12; Accuracy: +0; Initiative: +0; Move: none; Conceal: N; Notes: 2H
Thrown Blades
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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
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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)
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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
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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
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War Dart: Damage: +1; Rate: 1; Clip: 1; Range 25; Accuracy: +0; Initiative: +0; Move: +0; Conceal: J
