Action!/Equipment/Melee Weapons

A normal Melee Weapon does up to +Strength Damage. You may also add Flaws on a weapon that provide special Qualities. A normal weapon has Str req equal to Str-(Str/2). Weapon costs Str/2.

Flaws:
 * Expensive: Increases Resource cost by 2. May be taken any number of times.
 * 2-handed: Weapon must be used in two hands and is bulky.
 * Dull: Raise Payoff needed for Wound by 1.
 * Blunt: Do not cause the first Wound.
 * Heavy: Weapon now has a Strength requirement of [Str-(Str/4)]. Second time raises Strength requirement to [Str].
 * Single Target: May only Attack one target per Sequence with this weapon.
 * Slow: -5 Initiative.
 * Less Damage: Base Damage Str x 1/2.
 * Stun: No Wounds.

Qualities:
 * Cheap: Lowers Resource cost by 1.
 * Chop: Cause extra Wound on Wound.
 * Shock: Cause 3 extra Shock points on Damage.
 * Armor Piercing: Ignore +Strength/2 Armor.
 * Defensive: +1 Defense with weapon.
 * Chain: Attacks cause Critical on all doubles.
 * Extra Damage: Damage is now +Str x 5/4 Damage.
 * Extra Damage 2: Damage is now +Str x 3/2 Damage.
 * Long: +1 AV and Defense against all targets without long weapons. May be bypassed with a Stunt.
 * Balanced: Gain one extra Attack at 5 PV.
 * Balanced 2: Gain extra Attacks at all PV/5.
 * Fast: +3 Initiative.
 * Impact: Attacks also cause a Knockdown on Damage.
 * Overflow Str Quality: +1/2 Initiative per point.

Examples (All for weapons with Str 6):

(+3 Damage, +3 Initiative, Resources 3)
 * Dagger : Less Damage, Fast:

(+3 Damage, 2-h, No First Wound, Str req 5, +2 Defense, Extra Attacks at PV/5)
 * Staff : Less Damage, 2-handed, Blunt, Heavy, Defensive 2, Balanced 2:

(+6 Damage, +3 Initiative, Cost 5)
 * Short sword: Expensive, Fast:

(+7 Damage, Xtra Atk at 5 PV, Cost 7)
 * Sword: Expensive x 2, Balanced, Extra Damage:

(+9 Damage, Xtra Atk at 5 PV, Cost 9)
 * Fine Sword: Exp x 3, Balanced, Extra Damage 2:

(+9 Damage, Xtra Atk at 5 PV, Cost 7)
 * Two-handed Sword: Exp x 2, Balanced, Extra Damage x 2, 2-handed:

(+6 Damage, cause extra Wound on Wound, Str 5, Cost 3)
 * Hand Axe: Heavy, Chop:

(+7 Damage, cause extra Wound on Wound, Str 5, Cost 3)
 * Axe: Heavy, 2-handed, Extra Damage, Chop: +Str x 5/4 Dmg, Str req (Str-Str/4) cause extra Wound on Wound, 2h

(+9 Damage, cause extra Wound on Wound, Str 5, Cost 5)
 * War Axe: Expensive, Heavy, 2-handed, Chop, Extra Damage 2: +Str x 3/2 Dmg, cause xtra Wound on Wound, 2h

(+7+3AP Damage, Str req 5, Cost 5)
 * Mace: Expensive, Heavy, Armor Piercing, Extra Damage:

(+7 Damage, Str req 5, Cost 3)
 * Club: Heavy, Extra Damage:

(+7+3AP Damage, Str req 5, 2h, Knockdown on Damage)
 * War Club: Expensive, Heavy, 2h, AP, Extra Damage, Impact:

(+6 Damage, +1 AV, +1 Def, 2h) /Complex
 * Spear: 2h, Long:

/Old