Melee Weapons

All Use Strength + Melee Skill. It is possible to earn a specialty in one type of weapon technique adding its rating to your dice pool.

Weapon Type Difficulty Damage Conceal Cost Notes
Axe Axes & Picks 7 Strength +5 T Cr 20 Woodsman axe used for chopping can be devastating if used well
Bagh Nakh Fist-Load 6 (B) Strength +1 P Cr 50  
Balison Blades 6 Strength +1 P •• Cr 75  
Baseball Bat Blunt Weapon 4 (B) Strength +N J Cr 25 Made of wood N = (+1) or made of aluminum N = (+2)
Baton Blunt Weapon 6 (B) Strength +1 J Cr 45  
Battle Axe Axes & Picks 7 Strength +4 T •• Cr 85  
Battle Pick Axes & Picks 8 Strength +2 T •• Cr 95  
Bayonet Blades 6 Strength +2 J Cr 25 Reach: 1 hex (10')
Bokken Blades 7 Strength +1 N Cr 40  
Brass Knuckles Fist-Load 6 (B) Strength +1 P Cr 10  
Bundi (Katar) Blades 7 Strength +2 J •• Cr 75 Can add to punches & +1 Soak
Cestus Fist-Load 6 Strength +1 J •• Cr 80 Can add to punches & +1 Soak
Chain Flexible 6 (B) Strength +1 J Cr 10 Reach: 2 hexes (20')
Cinqueda Blades 6 Strength +2 T •• Cr 80  
Club Blunt Weapon 6 (B) Strength +1 T Cr 10  
Dagger Blades 6 Strength +1 J Cr 10 Between 1 and 2ft in length, used in melee.
Dagger, Throwing Blades 5 Strength +0 J Cr 10 Can be thrown up to 20ft, double edged
Flail Flexible 6 Strength +2 T •• Cr 80  
Garrote Flexible 6 Strength +3 P Cr 5 2-Hand, inital damage is Bashing/Stun then Lethal, if more than 5 health levels are taken the victim can't speak, Wire Garrotes start off with Lethal damage.
Halberd Polearm 8 Strength +5 N •• Cr 200 Axe-head and spike on the end of an 4m long pole
Hand Axe Axes & Picks 6 Strength +2 J Cr 40  
Kama Axes & Picks 7 Strength +2 J •• Cr 100  
Kris Blades 7 Strength +2 J •• Cr 120  
Kurkri Blades 7 Strength +4 T •• Cr 120 Angled blade, very difficult to use
Kusari Flexible 7 Strength +1 T •• Cr 120 Reach: 3 hexes (20') +1 die to Disarm 2-Hand
Kusarigama Flexible 7 Strength +2 T •• Cr 150 Reach: 3 hexes (20') +1 die to Disarm 2-Hand
Lance Polearm 6 Strength +4 N •• Cr 185 Reach: 3 Hexes, it can only be used while mounted
Mace Blunt Weapon 7 Strength +4 N •• Cr 90  
Manriki-Gusari Flexible 7 Strength +1 P •• Cr 80 Reach: 2 Hexes (15') 2-Hand
Morningstar Flexible 7 Strength +3 N •• Cr 80  
Naginata Polearm 6 Strength +3 N ••• Cr 225 Reach: 3 Hexes (20') 2-Hand
Nunchaku Flexible 6 (B) Strength +3 J ••• Cr 210  
Polearm Polearm 6 Strength +2 N ••• Cr 230 Reach: 3 Hexes (20') 2-Hand
Chainsaw Power Tools 5 Strength +5 N ••• Cr 210  
Industrial Drill Power Tools 4 Strength +4 N ••• Cr 400  
Jackhammer Power Tools 7 Strength +5 N ••• Cr 375  
Sai Blunt Weapon 7 (B) Strength +1 J •• Cr 75 Reach: 3 Hexes (20') 2-Hand to Disarm
Sap Blunt Weapon 4 (B) Strength +0 P Cr 5 3 damage or more will knock out a person for 5 turns minus soak
Shikomi-zu Staff 6 Strength +1 N •• Cr 55 Normally keeps a concealed wepaon inside, usually a blade or chain
Shuriken (throwing stars) Blades 6 Strength+0 P Cr 10 Can be thrown up to 20ft
Spear Polearm 6 Strength +2 N •• Cr 80 Range: 20 yards, Reach: 2 Hexes (15')
Staff Staff 7 (B) Strength +2 N Cr 5 2-Hand, Reach: 1 Hex (10')
Stake Fist-Load 6 Strength +2 T Cr 5  
Steel Whip Flexible 6 Strength +2 J Cr 45 2-Hand, Reach: 1 Hex (10') Disarm
Stiletto Blades 6 Strength +1 J Cr 20 Reduce the armor by one-half
Straight Razor Blades 5 Strength +1 J Cr 15 Generally can only draw blood
Swords
  Bastard Sword Blades 6 Strength +4 T •• Cr 185  
  Broadsword Blades 7 Strength +3 T ••• Cr 225  
  Butterfly Blades 6 Strength +2 T ••• Cr 245  
  Cavalry Saber Blades 6 Strength+4 T •• Cr 150 Slightly curved sword
  Claymore Blades 6 Strength+5 N ••• Cr 300 Large sword with a long, straight blade, that usually needs two hands, Minimum Strength 3 to use
  Falchion Blades 7 Strength +2 T ••• Cr 225  
  Foil Blades 5 Strength+3 T •• Cr 120 Narrow blade of 3-4 ft, used for piercing only
  Great Sword Blades 7 Strength+6 N ••• Cr 210 Heavy sword of about 6ft long, difficult to use even with two hands.
  Hook Sword Blades 6 Strength +3 T •• Cr 200 +2 Dice with Disarm
  Katana Blades 7 Strength +3 T ••• Cr 210 masterwork slightly curved sword
  Long Sword Blades 6 Strength +3 T •• Cr 110  
  Machete Blades 5 Strength+3 J Cr 50 2-3ft long flat bladed knife
  Ninja-to Blades 6 Strength +3 T •• Cr 175 Often it and the scabbard are used as tools.
  Nodachi Blades 7 Strength+7 N •• Cr 180 8ft long , curved single edge blade with a 3ft long handle
  Rapier Blades 7 Strength +2 T •• Cr 75  
  Scimitar Blades 7 Strength +3 T •• Cr 80  
  Short Sword Blades 6 Strength +2 T •• Cr 65 Two foot long blade designed for quick thrusts.
  Two-Handed Blades 7 Strength +5 T ••• Cr 285 2-Handed
  Urumi Blades 5 Strength +2 T •• Cr 125  
  Vibrosword Blades 6 Strength+5 N •• Cr 200 3 hour double sided blade, 5 hour single sided blade usage (Aurora Australis)
  Wakizashi Blades 6 Strength +2 T •• Cr175  
Three-Section Staff Flexible 6 (B) Strength +3 T •• Cr 75 +2 Dice with Disarm, +1 Soak
Tonfa Blunt Weapon 7 (B) Strength +1 T Cr 45 +1 to Soak
Tanto Blades 5 Strength +5 J Cr 40 1-2ft long Katana style blade, with a very strong and sharp blad
Trident Polearm 6 Strength +3 N •• Cr 110 Reach: 1 Hex (10'
War Hammer Blunt Weapon 7 (B) Strength +3 T •• Cr 195  
Whip Flexible 6 Strength +1 J •• Cr 80 Reach: 5 Hexes (30'), +2 to Disarm
Notes:
Type = the class of weapon and the Ability required to use it.
Difficulty = the number needed to meet or beat in order to use the weapon
Damage = the number of dice of damage, always reflects the weilder's strength, (B) = Bashing damage.
Conceal = how hard it is to hide the weapon; P = Pocket, J = Jacket, T= Trenchcoat, N = No conceal at all
It is possible to make a perfectly balanced weapon, or a weapon designed for your use--a masterwork weapon if you will. Such a weapon adds a cost of •• Cr 100+ to the price of the weapon. It gives the proper user a +1 Accuracy modifier. You cannot use someone else's masterwork weapon, they are balanced for the individual, however a captured weapon can be re-balanced with an armorer for a cost of • Cr 50.

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