Action!/Equipment/Melee Weapons/Old

(+2 Damage per point)
 * Light: +0 Damage, 3 Free points.
 * Medium: +5 Damage, 1 Free point (+2 Damage)
 * Heavy: +10 Damage, 2-handed or Heavy.


 * Good Quality: Add 1 point.
 * Inferior Quality: Add 1p Flaw.

Weapon provide 2 tag points for free.

(as Fu powers).
 * 2-handed (0): Awkward, increases Damage by 1.
 * Awkward (-1): Weapon is difficult to use in close quarters.
 * Counter (Hit) 5
 * Counter (Attack) 8
 * Counter (Defensive) 11
 * Devastating (8): Increase Outcome by 5.
 * Dual Damage (10): Does Damage twice (Type in parenthesis is other Damage type).
 * Fragile: Weapon breaks on doubles.
 * Heavy X (-X): Strength Requirement increased by 2X (from 6), Damage+X.
 * Impact (0): Increase Damage by 1 level, miss causes Shot Loss.
 * Ignores Armor (10): Ignore all Armor
 * Knockback (2): +5 Knockback.
 * Knockdown on Hit (4)
 * Knockdown on Roll (1)
 * Knockdown on Shockpoints (2)
 * Knockdown on Wound (1)
 * Small (0): You may hide weapon, but weapon has no Passive Defense versus Long and Heavy.
 * Defensive (1): An Action/Agility or Strength vs Action/Agility or Strength is required to be able to attack person with weapon.
 * Off-hand (1): May be used in off-hand at no penalty
 * Piercing X (X): Ignore X points of Armor. (All costs 10)
 * Slow (-1): Weapon causes 2 points of multi-action penalty.
 * Thrown (1): May be thrown Str x 5 meters, -2 per Str meters.
 * Unarmed (-1): Weapon has no Passive Defense versus Martial Arts Weapons.
 * Unblockable (10): Lowers Defense by 5.