Action!/Equipment/Melee Weapons


 * Very Light: +0 Damage, 3 Free points.
 * Light: +3 Damage, 2 Free points.
 * Medium: +5 Damage, 1 Free point
 * Heavy: +7 Damage, Heavy.
 * Large: +8 Damage, 2-Handed and Heavy
 * Good Quality: Add 1 point.
 * Inferior Quality: Add 1p Flaw.

{| class="wikitable" style="text-align:left"

Weapons
! style="text-align:left | Damage ! style="text-align:left | Weapon ! style="text-align:left | Perks and Flaws
 * - style="text-align:left"
 * +0|||Unarmed||Natural
 * +3|||Fighting Glove||Natural
 * +3|||Small stone||Bash, Short, Throwable
 * +5|||Stone||Bash, Heavy, Short
 * +8|||Big stone||2-Handed, Bash, Heavy, Impact, Short
 * +3|||Small club||Bash
 * +5|||Hand Axe|| Chop
 * +7|||Heavy Axe|| Heavy, Chop
 * +7||Axe||2-handed, Chop
 * +8|||Really big axe||2-handed, Heavy, Chop
 * +9|||Huge axe||2-handed, Heavy, Chop, Tiresome
 * +3|||Nun-chaku||Chain, Multiple
 * +5|||Club||Bash
 * +7|||Baton||Stun
 * +7|||Mace||Bash, Heavy
 * +7|||Flanged Mace||Bash, Expensive
 * +7|||Big club, Baseball bat||2-handed, Bash
 * +8|||Really Big club||2-handed, Bash, Heavy
 * +9|||Really Big war club||2-handed, Bash, Expensive, Heavy
 * +5|||Staff||2-handed, Impact, Multiple
 * +3|||Shield bash||Shield, Bash
 * +3(+6)|||Halfspear||Thrust, Throwable
 * +5(+8)|||Spear||Thrust, Long, 2-handed
 * +7(+10)|||Polearm||Thrust, Long, 2-handed
 * +7(+10)|||Pike||Thrust, Set, Long, Heavy, 2-handed
 * +3(+5)|||Epee||Thrust, Fast
 * +5(+8)|||Rapier||Thrust, Sharp
 * +8|||Heavy Rapier||Heavy, Expensive
 * +4|||Dagger||Short, Sharp
 * +6|||Shortsword||Expensive, Sharp
 * +6|||Cutlass||Sharp, Short
 * +7|||Sabre||Sharp 2, Expensive 3
 * +8|||Sword||Sharp 3, Expensive 4
 * +9|||Dull big sword||2-handed, Heavy, Long, Dull, Expensive
 * +10|||Really big sword||2-handed, Sharp 2, Heavy, Long, Expensive 4
 * +9|||Monofilament whip||Fragile, Expensive, No defense, Sharp 4
 * +9|||Monofilament dagger||Short, Sharp 4, Fragile, Expensive
 * +12|||Monofilament sword||Sharp 7, Fragile, Expensive 5
 * +8|||Chainsword||Sharp, Chain, Heavy, Wounding 5, Expensive 6
 * +8(11)|||Vibrosword||Bash, Thrust, Sharp 3, Expensive 4
 * +3|||Powerknife||Bash, Chop, Impact, Expensive 1
 * +5|||Powerknife||Bash, Chop, Impact, Expensive 2
 * +8|||Powersword||2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
 * +12|||Plasmasword||2-handed, Chop, Sharp 5, Expensive 7
 * +12|||Lightsaber (Power-based)||Chop, Sharp 7, Expensive 8
 * +16|||Death glove||
 * +16|||Singularity Sword||
 * }
 * +7(+10)|||Pike||Thrust, Set, Long, Heavy, 2-handed
 * +3(+5)|||Epee||Thrust, Fast
 * +5(+8)|||Rapier||Thrust, Sharp
 * +8|||Heavy Rapier||Heavy, Expensive
 * +4|||Dagger||Short, Sharp
 * +6|||Shortsword||Expensive, Sharp
 * +6|||Cutlass||Sharp, Short
 * +7|||Sabre||Sharp 2, Expensive 3
 * +8|||Sword||Sharp 3, Expensive 4
 * +9|||Dull big sword||2-handed, Heavy, Long, Dull, Expensive
 * +10|||Really big sword||2-handed, Sharp 2, Heavy, Long, Expensive 4
 * +9|||Monofilament whip||Fragile, Expensive, No defense, Sharp 4
 * +9|||Monofilament dagger||Short, Sharp 4, Fragile, Expensive
 * +12|||Monofilament sword||Sharp 7, Fragile, Expensive 5
 * +8|||Chainsword||Sharp, Chain, Heavy, Wounding 5, Expensive 6
 * +8(11)|||Vibrosword||Bash, Thrust, Sharp 3, Expensive 4
 * +3|||Powerknife||Bash, Chop, Impact, Expensive 1
 * +5|||Powerknife||Bash, Chop, Impact, Expensive 2
 * +8|||Powersword||2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
 * +12|||Plasmasword||2-handed, Chop, Sharp 5, Expensive 7
 * +12|||Lightsaber (Power-based)||Chop, Sharp 7, Expensive 8
 * +16|||Death glove||
 * +16|||Singularity Sword||
 * }
 * +9|||Monofilament dagger||Short, Sharp 4, Fragile, Expensive
 * +12|||Monofilament sword||Sharp 7, Fragile, Expensive 5
 * +8|||Chainsword||Sharp, Chain, Heavy, Wounding 5, Expensive 6
 * +8(11)|||Vibrosword||Bash, Thrust, Sharp 3, Expensive 4
 * +3|||Powerknife||Bash, Chop, Impact, Expensive 1
 * +5|||Powerknife||Bash, Chop, Impact, Expensive 2
 * +8|||Powersword||2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
 * +12|||Plasmasword||2-handed, Chop, Sharp 5, Expensive 7
 * +12|||Lightsaber (Power-based)||Chop, Sharp 7, Expensive 8
 * +16|||Death glove||
 * +16|||Singularity Sword||
 * }
 * +8|||Powersword||2-handed, Bash, Chop, Impact, Sharp 1, Expensive 4
 * +12|||Plasmasword||2-handed, Chop, Sharp 5, Expensive 7
 * +12|||Lightsaber (Power-based)||Chop, Sharp 7, Expensive 8
 * +16|||Death glove||
 * +16|||Singularity Sword||
 * }
 * +16|||Death glove||
 * +16|||Singularity Sword||
 * }
 * +16|||Singularity Sword||
 * }

Types of Weapons

 * Accurate: Progression 10 Attack.
 * Bash: Attacks also cause 1(Progression 5) Shot point loss.
 * Chop: Attacks cause an extra Wound on the first Wound.
 * Chain: Attacks cause Critical on all doubles.
 * Defensive: Progression 5 Defense.
 * Fast: Progression 5 Initiative.
 * Fine: +3 Damage, +1 AV (Expensive 2).
 * Long: Opponent may not use Short Weapons for Attacks against you.
 * Impact: Attacks also cause a Knockdown.
 * Multiple: Extra Attack per 5 Outcome. 1 Extra Damage per Outcome 5. (2)
 * Wounding: Extra Attack per 5 Outcome. Normal Damage. (5)
 * Set: Double Damage vs Mounted, or when charging Mounted.
 * Sharp: +1 Damage.
 * Shield: Gain Free Active Defense once per round.
 * Blunt: Lose the first Wound. (0)
 * Shock: Inflict Progression 2 extra Shock points.
 * Stun: Lose the first 4 Wounds, Cause 5(Progression 5) extra Shock points.
 * Throwable (2): Weapon may be thrown Str x 3 m..
 * Thrust: Progression 1/2 Damage against Armor.

Flaws

 * 2-handed: Requires double grip (or counts as Heavy, requiring (adds x 2) Str. Add any Str
 * Burnout: Only works 3, 2, 1 Sequence(s).
 * Dull: Raise require Margin for Wound by 1.
 * Fragile: Cannot be used for Active Defense.
 * Heavy: Weapon requires Str equal to the Damage add, but at least 6.
 * Inaccurate: Progression 1/2 penalty to Attack AV.
 * No Defense(2): No Passive Defense with Weapon.
 * Oneshot: May not be used for snapshot attacks.
 * Recharge: May only be used once every 2, 3, 4 Sequences.
 * Slow: May not be used a Sequence where you Move.
 * Short(1): Weapon cannot be used to parry Long Weapons. Weapon may be hidden.
 * Tiresome: Weapon causes 1 point of Shot loss when used.
 * Unwieldy: Requires space.
 * Expensive: Raise cost by 1 (Either Resources or points).

/Old