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)
BROADSWORD (DX-5, Force Sword-4, Rapier-4, Saber-4, Shortsword-2, or Two-Handed Sword-4)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
0
Light Club
sw+1 cr
1
0
$5
3
10
—
or
thr+1 cr
1
0
–
–
10
—
2
Broadsword
sw+1 cut
1
0
$500
3
10
—
or
thr+1 cr
1
0
–
–
10
—
2
Thrusting Broadsword
sw+1 cut
1
0
$600
3
10
—
or
thr+2 imp
1
0
–
–
10
—
3
Bastard Sword
sw+1 cut
1, 2
0U
$650
5
11
—
or
thr+1 cr
2
0U
–
–
11
—
3
Katana
sw+1 cut
1, 2
0
$650
5
11
—
or
thr+1 imp
1
0
–
–
11
—
3
Katana, Legendary
sw+2 cut
1, 2
0F
$2,600
5
11
[2]
or
thr+2 imp
1
0
–
–
11
[2]
3
Thrusting Bastard Sword
sw+1 cut
1, 2
0U
$750
5
11
—
or
thr+2 imp
2
0U
–
–
11
—
4
Cavalry Saber
sw+1 cut
1
0
$500
3
10
—
or
thr+1 imp
1
0
–
–
10
—
[2] Stats are for one-handed use. A legendary katana may be used two-handed for +1 to swing and thrusting damage. Katana! Wildcard skill covers this use, defaulting to Two-Handed Sword-4.
FLAIL (DX-6, Axe/Mace-4, or Two-Handed Flail-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
3 Morningstar sw+3 cr 1 0U $80 6 12 [6]
align="left"|3 Nunchaku sw+1 cr 1 0U $20 2 7 [6]
FORCE SWORD (DX-5 or any sword skill at -3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
^
Force Sword 8d(5) burn 1, 2 0 $10,000 2 3 [7]
GARROTE (DX-4)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
0
Garrote spec. C No $2 neg. – [8]
KNIFE (DX-4, Force Sword-3, Main-Gauche-3, or Shortsword-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
0
Large Knife
sw-2 cut
C, 1
-1
$40
1
6
—
or thr imp
C
-1
–
–
6
[1]
0
Small Knife
sw-3 cut
C, 1
-1
$30
0.5
5
—
or thr-1 imp
C
-1
–
–
5
[1]
0
Wooden Stake
thr(0.5) imp
C
-1
$4
0.5
5
[1]
or thr imp
C
-1
–
–
6
[1]
1
Dagger
thr-1 imp
C
-1
$20
0.25
5
[1]
KUSARI (DX-6, Monowire Whip-3, Two-Handed Flail-4, or Whip-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
3
Kusari sw+2 cr 1-4* -2U $70 5 11 [6]
LANCE (DX-5 or Spear-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
2
Lance thr+3 imp 4 No $60 6 12 [9]
MONOWIRE WHIP (DX-6, Kusari-3, or Whip-3)
TL
Weapon
Damage
Reach
Parry
Cost
Weight
ST
Notes
^
Monowire Whip sw+1d-2(10) cut 1-7* -2U $900 0.5 5
POLEARM (DX-5, Spear-4, Staff-4, or Two-Handed Axe/Mace-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.