Melee weapons are grouped under the skills required to use them. Skill names appear in capital letters, with defaults in parentheses; e.g., "AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)." If there is more than one way to use a weapon, each method gets its own line. If multiple skills let you use a weapon, the weapon appears under each skill. For example, both Staff skill and Two-Handed Sword skill let you wield a quarterstaff – and either lets you swing the staff or thrust with it.
AXE/MACE (DX-5, Flail-4, or Two-Handed Axe/Mace-3)
1||align="left"|Brass Knuckles thr cr C 0 $10 0.25 – [3]
BRAWLING-2, KARATE-2, or DX-2
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
–
Kick thr cr C, 1 No – – – [3, 4]
–||align="left"|Kick w. Boots thr+1 cr C, 1 No – – – [3, 4]
BRAWLING or DX
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
–
Blunt Teeth thr-1 cr C No – – – [3]
–||align="left"|Fangs thr-1 imp C No – – – [3]
–||align="left"|Sharp Beak thr-1 pi+ C No – – – [3]
–||align="left"|Sharp Teeth thr-1 cut C No – – – [3]
–||align="left"|Striker var. var. var. – – – See p. 88.
1||align="left"|Blackjack or Sap thr cr C 0 $20 1 7 [3]
8||align="left"|Stun Gun HT-3(0.5) aff C, 1 No $100 1 2 [5]
BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
TWO-HANDED AXE/MACE (DX-5, Axe/Mace-3, Polearm-4, or Two-Handed Flail-4)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
0
Maul
sw+4 cr
1, 2*
0U
$80
12
13‡
—
1
Great Axe
sw+3 cut
1, 2*
0U
$100
8
12‡
—
1
Scythe
sw+2 cut
1
0U
$15
5
11‡
—
or
sw imp
1
0U
–
–
11‡
[2]
3
Warhammer
sw+3 imp
1, 2*
0U
$100
7
12‡
[2]
6
Chainsaw
sw+1d cut
1
No
$150
13
10‡
[11]
TWO-HANDED FLAIL (DX-6, Flail-3, Kusari-4, or Two-Handed Axe/Mace-4)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
2
Flail sw+4 cr 1, 2* 0U $100 8 13† [6]
TWO-HANDED SWORD (DX-5, Broadsword-4, or Force Sword-4)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
0
Quarterstaff
sw+2 cr
1, 2
0
$10
4
9†
—
or
thr+1 cr
2
0
–
–
9†
—
2
Naginata
sw+3 cut
2
0U
$100
6
9†
—
or
thr+3 imp
2
0
–
–
9†
—
3
Bastard Sword
sw+2 cut
1, 2
0
$650
5
10†
—
or
thr+2 cr
2
0
–
–
10†
—
3
Greatsword
sw+3 cut
1, 2
0
$800
7
12†
—
or
thr+2 cr
2
0
–
–
12†
—
3
Katana
sw+2 cut
1, 2
0
$650
5
10†
—
or
thr+1 imp
1
0
–
–
10†
—
3
Thrusting Bastard Sword
sw+2 cut
1, 2
0
$750
5
10†
—
or
thr+3 imp
2
0
–
–
10†
—
3
Thrusting Greatsword
sw+3 cut
1, 2
0
$900
7
12†
—
or
thr+3 imp
2
0
–
–
12†
—
WHIP (DX-5, Kusari-3, or Monowire Whip-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
1
Whip
sw-2(0.5) cr
1-7*
-2U
$20
2
var.
[12]
Notes
[1] Can be thrown. See Muscle-Powered Ranged Weapon Table.
[2] May get stuck; see Picks.
[3] Brawling increases all unarmed damage; Claws and Karate improve damage with punches and kicks (Claws don't affect damage with brass knuckles or boots); and Boxing improves punching damage.
[4] If you miss with a kick, roll vs. DX to avoid falling.
[5] On a failed HT roll, victim is stunned for as long as weapon is in contact plus (20 - HT) seconds longer, and then can roll vs. HT-3 to recover.
[6] Attempts to parry flails are at -4, and fencing weapons ("F" parry) cannot parry at all! Attempts to block flails are at -2. A nunchaku is small, and gives half these penalties.
[7] This is an energy blade. Take a Ready maneuver to activate/deactivate. The blade cannot break, and damages any weapon or body part it parries or which parries or blocks it. Extra energy cells cost $100, weigh 0.5 lb., and last 300 seconds.
[8] A piece of rope used to strangle; see Garrotes.
[9] Damage increases in a mounted charge; see Cavalry Weapons.
[10] Hilt counts as brass knuckles in close combat.
[11] Noisy! Runs for two hours on half a gallon of gasoline.
[12] Specify maximum reach (up to 7 yards) when bought. Cost and weight are per yard. ST is 5, +1 per yard. Many special rules apply; be sure to see Whips.