Action!/Equipment/Melee Weapons

A normal Melee Weapon does up to +Strength/2 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:
 * 2-handed: Weapon must be used in two hands and is bulky.
 * Blunt: Do not cause the first Wound.
 * Dull: Raise Payoff needed for Wound by 1.
 * Expensive: Increases Resource cost by 2. May be taken any number of times.
 * Heavy: Weapon now has a Strength requirement of [Str-(Str/4)]. Second time raises Strength requirement to [Str].
 * Less Damage: Base Damage Str x 1/3.
 * No Move: Attacks with this weapon consume an Action and a Move.
 * Single Target: May only Attack one target per Sequence with this weapon.
 * Slow: -5 Initiative.
 * Stun: No Wounds.

Qualities:
 * Balanced: Gain one extra Attack at 5 PV.
 * Balanced 2: Gain extra Attacks at all PV/5.
 * Cheap: Lowers Resource cost by 1.
 * Chop: Cause extra Wound on Wound.
 * 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 3/4 Damage.
 * Extra Damage 2: Damage is now +Str x 1 Damage.
 * Fast: +3 Initiative.
 * Fleshcutter: Increases Damage vs Non-Armor +Str/2, does -(Str-(Str/2)) vs Armor.
 * Long: +1 AV and Defense against all targets without long weapons. May be bypassed with a Stunt.
 * Impact: Attacks also cause a Knockdown on Damage.
 * Overflow Str Quality: +1/2 Initiative per point.
 * Shock: Cause 3 extra Shock points on Damage.

Examples (All for weapons with Str 6):


 * Dagger : Less Damage, Fast: (+2 Damage, +3 Initiative, Resources 3)

Defensive Staff.
 * Staff : Less Damage, 2-handed, Stun, Defensive 2, Long: (+2 Damage, 2-h, No Wounds, +3 Defense, +1 AV, Ignore +1 AV, +1 Defense by Stunting, Cost 3)

War Staff.
 * Staff 2: 2-handed, Heavy, Expensive, Long, Balanced, Extra Damage: (+4 Damage, 2-h, Str req 5, +1 Defense, +1 AV, May ignore +1 AV, 1 Defense by Stunting, Xtra Attack at 5 PV, Cost 5)

Walking Stick.
 * Staff 3: Less Damage, 2-handed, Heavy, Cheap x 3: (+2 Damage, 2-h, Str req 5, Cost 0)


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


 * Short sword 2: (+3 Damage, Cost 3)


 * Sword: Expensive x 2, Balanced, Extra Damage: (+4 Damage, Xtra Atk at 5 PV, Cost 7)


 * Sword: Expensive, Extra Damage: (+4 Damage, Cost 5)


 * Sword: Expensive, AP: (+4+3AP Damage, Cost 5)


 * Sword: Expensive x 2, Extra Damage x 2: (+6 Damage, Cost 7)


 * Fine Sword: Exp x 3, Balanced, Extra Damage 2: (+6 Damage, Xtra Atk at 5 PV, Cost 9)


 * Two-handed Sword: Exp x 2, Balanced, Extra Damage x 2, 2-handed: (+6 Damage, Xtra Atk at 5 PV, Cost 7)


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


 * Hand Axe: Expensive x 2, Heavy, Chop, Extra Damage x 2: (+6 Damage, cause extra Wound on Wound, Str 5, Cost 7)


 * Axe: Heavy, 2-handed, Extra Damage, Chop: (+4 Damage, cause extra Wound on Wound, Str 5, Cost 3)


 * War Axe: Expensive x 2, Heavy, 2-handed, Chop, Extra Damage 2, Armor Piercing: (+6+3AP Damage, cause extra Wound on Wound, Str 5, Cost 7)


 * Mace: Expensive, Heavy, AP, Extra Damage: (+4+3AP Damage, Str req 5, Cost 5)


 * Club: Heavy, Extra Damage: (+4 Damage, Str req 5, Cost 3)


 * War Club: Expensive x 2, Heavy, 2h, Long, AP, Extra Damage, Impact: (+4+3AP Damage, Str req 5, 2h, Knockdown on Damage, +1 Defense, +1 AV, Ignore those with Stunt, Cost 7)


 * Long Spear: 2h, Long: (+3 Damage, +1 AV, +1 Def, 2h, Cost 3)


 * Pike: 2h, Long 2, Heavy: (+3 Damage, +2 AV, +2 Def, Ignore those with Stunt, 2h, Cost 3)


 * Short Spear: Less Damage, AP (+2+3AP Damage, Cost 3)

/Complex

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