For more details on the use of Katas weapons, see the martial arts page.
You can change the blades/points of spiked (like Sai) or edged martial arts weapons to "monomolecular crystal" (a cheap version of the material used in Mono-Two blades). This adds 1D6 to the damage (ex : 2D6+2 becomes 3D6+2), and soft armors are 1/3 SP; hard armors are 2/3 SP.
There are two disadvantages : when you attempt a Parry with a monoblade, roll a D10. On a 4 or less, the blade breaks. The blade always breaks on a fumble or critical failure. The second disadvantage is that it's incredibly expensive : multiply weapon cost x5.
Melee weapons are assumed to be of standard quality, however you can upgrade or degrade the quality. Certain weapons, especially improvised ones such as most glass bottles have a quality rating of zero and break upon impact.
All hafted weapons can also do damage as a Hanbo or Bo, depending on length.
You can throw any weapon, but throwing any bladed weapon not specifically designed for it results in a -5 to hit.
Many weapons can be used to entangle, hook swords, tonfa, jitte's, whips, chains... even a towel. Weapons such as these provide a +1 to Grapple, Hold and Choke checks.
Jagged, spiky edges add +2 to damage of bladed weapons, cost an extra 20% of weapon cost.
For every 50 years of age of the weapon, add 100 eb to the price.
If the weapon was created by a known blacksmith, add 1000 eb to price, and improve weapon quality by one rank. You can do this up till you achieve Masterwork quality.
Spikes add +2 to damage of any bludgeon weapon.
A knuckle guard (25 eb) or handbasket (50 eb, SP 6) can be added to any melee weapon, protecting the hand and allowing for 1D3 bludgeon damage.
You can add 10% extra weight to the end of a weapon for an additional 20% of the weapon cost. This gives an additional 1 point of damage for every weight increase up to a maximum of 5.
Custom engraving, precious metal inlay, gem setting and special material handles (such as bone or ivory) are possible, at a steep fee (determined by GM).
Ref. | Name | Type | Style | WA | Avail. | Con. | Damage | Rel. | Range | Cost (eb) |
---|---|---|---|---|---|---|---|---|---|---|
Baseball Bat | +1 | C | L | 2D6-1 | VR | 1m | 20 | |||
Bastard Sword | Strike | Silver's Method | 0 | P | N | 3D6* | VR | 1m | 550 | |
CYB | Battle Axe | -1 | R | N | 2D6+3* | VR | 2m | 100 | ||
NEO | Bayonet | 0 | C | J | 1D6* | VR | 1m | 50 | ||
Beer Bottle, broken | -1 | E | P | 1D3+1* | UR | 1m | 0 | |||
PRS | Bo | Strike | Ninjutsu | +1 | C | L | 3D6+2 | VR | 2m | 40 |
Sweep | Animal Kung Fu | |||||||||
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Bowie Knife | 0 | C | J | 1D6+3* | VR | 1m | 65 | |||
Bull-beater | -1 | P | L | Stun (BODY 12) | ST | 1m | 110 | |||
Cattle prod | 0 | C | L | Stun (BODY 10) | ST | 1m | 80 | |||
Chain | -1 | C | J | 1D6+1 | VR | 2m | 10 | |||
CYB | Chainsaw | -3 | C | N | 4D6* | ST | 2m | 100 | ||
CYB21 | Claymore | Strike | Silver's Method | -1 | R | N | 3D6+2* | VR | 1m | 600 |
PRS | Club | Strike | Te | 0 | E | L | 1D6 | ST | 1m | 2 |
Sweep | Ninjutsu | |||||||||
Jeet Kune Do | ||||||||||
PRS | Combat Knife | Strike | Sambo | +1 | P | J | 1D6+3* | VR | 1m | 70 |
Cast | ||||||||||
Crowbar | -1 | C | L | 1D6+2 | VR | 1m | 20 | |||
Crowd Control 2000 | 1 | P | L | Stun (BODY 10) | VR | 1m | 90 | |||
PRS | Dao | Strike | Animal Kung Fu | -2 | P | N | 3D6+3* | VR | 1m | 250 |
Dynatech hand taser | +1 | P | J | Stun (BODY 25) High tech | ST | 1m | 350 | |||
NEO | Entrenching Tool | 0 | C | L | 2D6 | VR | 1m | 50 | ||
P&S | Excalibur Nightstick | 0 | P | J | 2D6+3 | VR | 1m | 80 | ||
P&S | Excalibur Nightstick (Mace) | 0 | P | J | Gas | ST | 1m | 100 | ||
P&S | Excalibur Nightstick (Taser) | 0 | P | J | Stun (BODY 10) | ST | 1m | 130 | ||
Flail | 0 | P | L | 2D6+2 | VR | 2m | 250 | |||
Gang jazzler | +1 | R | P | Stun (BODY 20) Deadly | ST | 1m | 600 | |||
PRS | Hanbo | Strike | Ninjutsu | +1 | C | L | 2D6 | VR | 1m | 30 |
Sweep | Animal Kung Fu | |||||||||
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Hatchet | -1 | C | J | 2D6-1* | VR | 1m | 10 | |||
PRS | Hudie Shuang Dao | Strike | Animal Kung Fu | 0 | C | L | 1D6* | VR | 1m | 45 |
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Hunting Knife | 0 | C | J | 1D6+1* | VR | 1m | 35 | |||
CHR2 | IMI Chainknife | Strike | Sambo | 0 | P | J | 2D6+1* | VR | 1m | 120 |
PRS | Ji | Strike | Animal Kung Fu | -1 | P | N | 3D6 / 2D6* | VR | 2m | 100 |
Sweep | Choy Li Fut | |||||||||
Tai Chi Chuan | ||||||||||
PRS | Jian | Strike | Choy Li Fut | 0 | C | L | 2D5* | VR | 1m | 150 |
Te | ||||||||||
Tai Chi Chuan | ||||||||||
PRS | Jitte | Strike | Ninjutsu | 0 | C | L | 2D6 | VR | 1m | 30 |
Te | ||||||||||
PRS | Jiu Jie Bian | Strike | Animal Kung Fu | -2 | P | L | 3D6 | VR | 2m | 120 |
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Katana | +1 | P | N | 3D6* | VR | 1m | 300 | |||
Katana, cheap | 0 | C | N | 2D6+1* | VR | 1m | 100 | |||
CHR1 | Kendachi M-33 Powersword | Strike | Ninjutsu | 0 | R | L | 4D6# | ST | 1m | 860 |
CHR1 | Kendachi Mono-Two (long) | Strike | Ninjutsu | +1 | R | N | 4D6# | VR | 1m | 700 |
CHR1 | Kendachi Mono-Two (short) | Strike | Ninjutsu | +1 | P | J | 2D6# | VR | 1m | 650 |
CYB | Kendachi MonoKatana | +1 | R | N | 4D6# | VR | 1m | 600 | ||
CYB | Kendachi MonoKnife | +1 | P | N | 2D6# | VR | 1m | 200 | ||
Kendachi MonoNaginata | 0 | R | N | 4D6# | VR | 2m | 700 | |||
SOF2 | Kendachi Monosword Cane | +1 | P | L | 3D6# | VR | 1m | 255 | ||
CHR2 | Kendachi MonoWhip | Strike | Animal Kung Fu | 0 | P | J | 2D6 | ST | 3m | 350 |
Choy Li Fut | ||||||||||
Sambo | ||||||||||
Tai Chi Chuan | ||||||||||
CHR2 | Kendachi MonoWire | Strike | Sambo | 0 | R | P | 3D6# | VR | 1m | 60/m |
Khukuri | 0 | P | J | 2D6* | VR | 1m | 120 | |||
CYB | Knife | Strike | Sambo | 0 | C | P | 1D6* | ST | 1m | 1-20 |
Cast | ||||||||||
PRS | Kusari-Gama | Strike | Ninjutsu | -1 | C | L | 3D6 / 2D6* | VR | 2m | 100 |
Lead Pipe | -1 | C | J | 1D6+2 | VR | 1m | 5 | |||
Leather Whip | 0 | C | J | 1D6 | VR | 3m | 50 | |||
PRS | Lu Jiao Dao | Strike | Animal Kung Fu | -1 | P | J | 1D6+3 / 1D3* | VR | 1m | 25 |
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Lumberman's Axe | -1 | C | N | 2D6+1* | VR | 1m | 20 | |||
Mace | 0 | P | L | 2D6 | VR | 1m | 150 | |||
NEO | Machete | 0 | C | L | 1D6+3* | VR | 1m | 60 | ||
PRS | Manriki Gusari | Strike | Ninjutsu | 0 | P | J | 2D6+3 | VR | 1m | 30 |
Cast | ||||||||||
Medusa electro-whip | +2 | R | L | Stun (BODY 20) + 1D6 | ST | 2m | 220 | |||
CYB | Naginata | 0 | P | N | 3D6* | VR | 2m | 100 | ||
CYB | Nunchaku | Strike | Animal Kung Fu | 0 | C | L | 3D6 | VR | 1m | 15 |
Sweep | Choy Li Fut | |||||||||
Jeet Kune Do | ||||||||||
Tai Chi Chuan | ||||||||||
Te | ||||||||||
Pen Knife | -1 | E | P | 1D2* | VR | 1m | 5 | |||
Pool Cue | -1 | C | N | 1D3+2 | VR | 2m | 60 | |||
Portable Drill, industrial | -4 | C | N | 3D6* | ST | 1m | 190 | |||
Portable Drill, personal | -3 | C | J | 1D6+1* | ST | 1m | 80 | |||
PRS | Qiang | Strike | Choy Li Fut | 0 | P | N | 3D6* | VR | 2m | 95 |
Sweep | Animal Kung Fu | |||||||||
Quarterstaff | +1 | P | N | 2D6 | VR | 2m | 100 | |||
Quarterstaff, homemade | -1 | P | N | 2D6 | VR | 2m | 10 | |||
Rapier | 0 | P | N | 2D6-1* | VR | 1m | 200 | |||
Saber | 0 | P | L | 2D6* | VR | 1m | 200 | |||
PRS | Sai | Strike | Te | 0 | C | J | 2D6+2 | VR | 1m | 20 |
Ninjutsu | ||||||||||
PRS | San Jie Gun | Strike | Animal Kung Fu | 0 | C | N | 3D6+2 | VR | 2m | 50 |
Sweep | Choy Li Fut | |||||||||
Tai Chi Chuan | ||||||||||
Scimitar | 0 | P | L | 2D6+2* | VR | 1m | 350 | |||
Shock glove | 0 | C | P | Stun (BODY 15) | VR | 1m | 90 | |||
Short Sword | 0 | P | L | 2D6-1* | VR | 1m | 190 | |||
CYB | Sledgehammer | -2 | C | N | 4D6 | VR | 2m | 20 | ||
NEO | SmartWhip | 0 | C | J | 1D6+2 | ST | 3m | 600 | ||
Spear | 0 | P | N | 2D6+1* | VR | 3m | 55 | |||
Spiked Mace | 0 | P | L | 2D6+2* | VR | 1m | 250 | |||
Stinger | 0 | C | J | Stun (BODY 8) | ST | 1m | 60 | |||
CYB | Switchblade | Strike | Sambo | 0 | C | P | 1D3* | VR | 1m | 15 |
Cast | ||||||||||
CYB | Sword | 0 | P | L | 2D6+2* | VR | 1m | 20-200 | ||
PRS | Tessen | Strike | Ninjutsu | 0 | C | J | 1D6+2 | VR | 1m | 60 |
Sweep | Animal Kung Fu | |||||||||
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
PRS | Three in Six | Strike | Animal Kung Fu | 0 | C | N | 3D6+2 | VR | 2m | 150 |
Sweep | Choy Li Fut | |||||||||
Tai Chi Chuan | ||||||||||
CYB | Tonfa | Strike | Animal Kung Fu | 0 | C | L | 2D6 | VR | 1m | 15 |
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
Truncheon | 0 | P | L | 1D6 | VR | 1m | 10 | |||
Voltage sword | +1 | R | L | Stun (BODY 15) + 2D6 | ST | 1m | 475 | |||
Zweihänder | -1 | P | N | 4D6* | VR | 2m | 750 |
* Blade AP : soft armor divided by two.
# Monoblade AP : soft armor divided by three, rigid armor reduced to 1/3.
Stun : see rules on tasers.
Bo : this is like a Hanbo, but longer, about 180 cm long. A spear without a head. This is more popular than the Hanbo in the martial arts world. You can thrust like a spear, or swing it, or use it as a fulcrum for Chokes and Holds. It has a +2 Sweep Bonus. The Choke damage becomes 1D6+2.
Bull-beater : a heavy duty cattle prod.
Cattle prod : a stronger sting for larger cattle.
Chainsaw : soft armor : -2 SP per hit.
Claymore : two-handed sword rather short for its category (~1.30m) but quite intimidating. It can only be used with two hands unless its bearer has BODY greater than 10 or Strength Feat greater than 7.
Club : (pipes, sticks, etc) these become very dangerous when martial artists use them for striking or for grappling. Using it as a fulcrum for a Hold or Choke increases the Choke damage to 1D6+2, just like the police do.
Combat Knife : a big knife with over 30 cm of blade, supplied to most armies. It can be used as a bayonet, for survival or many other things. It has an excellent edge, so it cuts better than the average knife. A good stab can go straight to the heart, or even through someone. Strictly a military weapon, so it's hard (but not impossible) for civilians to get.
Crowd Control 2000 : a standard stun baton used by riot police forces.
Dao : this is a wide, curved sword, almost like a scimitar. Compared to other swords, however, the blade is as thin and sharp as a razor. Though it is difficult to handle, it wounds very deeply. It can take off an unarmored arm, leg or head rather easily.
Dynatech hand taser : this taser is considered high tech thanks to the Dynatech's R&D teams. Shock duration is 1D10 rounds.
Entrenching Tool : shovel, saw and axe in one tool.
Gang jazzler : a powerful version of the shock glove. Deals killing damage, so considered a "killing stick".
Hanbo : this is an ordinary looking stick about 90 cm long. However, it's made of strong materials and is specially balanced. It is used for tripping, grappling, or as a fulcrum for Holds and Chokes. This has a +1 Sweep bonus (plus its +1 Acc, totals to +2 overall). The Choke damage becomes 1D6+1.
Hudie Shuang Dao : this looks like a broad-bladed dagger with a knuckle guard on the grip and a hook like a Jitte or Sai on the guard. You can Parry with them, and slide it down your foe's blade to slash his throat. These are also used in pair, with no penalty.
IMI Chainknife : mini hand saw, 2 hours of use. Armor divided by 2, soft armor : -2 SP per hit.
Ji : an 180 cm long, very thin spear with double crescent blades on opposing sides of the spearhead. It has many uses; thrust as a spear, parry and disarm with the crescent blade like a Sai, catch and draw the opponent's body towards you with the backhook and hit them with the grip... It's rather difficult to handle. This weapon has two types of damages, AP for spear thrusts (damage : 2D6) and regular for hitting them with the shaft (damage : 3D6). After Parrying, if you try to Disarm, the modifier is -4 together with accuracy (no penalty for size). During All-Out Parry, it's the same. Also, you can Sweep/Trip with the weapon with a +2 modifier (ignore accuracy).
Jian : a thin, long sword. The hand guard is smaller and the grip is short in proportion to the blade, for one-handed use only. The blade is as sharp as a katana. An expert will use two of these, swinging around until the blood of their enemy splatters.
Jitte : this is similar to a Sai, but the end isn't pointed, and it only has one hook. In Japan, from 1600-1867, this was used by police to capture criminals. You can Strike, Grapple, Hold, Choke or Disarm after a Parry. There is only a -1 penalty for this (don't add Weapon Accuracy). There is no penalty if you are in All-out Parry. Choke damage is 1D6+1. You can, of course, Strike without Parrying.
Jiu Jie Bian : (Nine Joint Whip) this has nine joints and a handle, like a chain whip. Swinging it and hitting a foe with the end weight is the normal mode of attack. There is no penalty for All-Out Dodge due to the strange way this moves. You can thrust with the end weight also, but it's not very sharp, so no AP damage.
Kendachi MonoWhip : this weapon is usable in two different ways. One is to wind it around an opponent like a garrote, another is to swing it like a whip. The style of martial arts is different depending on the type of attack : when used as a garrote, the style is Sambo; when used as a whip, the style is Animal Kung Fu, Choi Li Fut or Tai Chi Chuan. The whip is the most common use.
Kendachi MonoWire : this is a monomolecular wire that you use in traps, or cut cheese with... It's in a special bulb, which is also the handle. Used the same way as a Slice 'n Dice.
Kusari-Gama : this is a sickle with a weighted chain. You've probably seen them in Ninja vids. The basic idea is to tangle the foe's weapon with the chain, and cut them with the sickle. Of course, you can just hit them with the chain, or just swing the sickle. It has two types of damage, AP for the blade and normal for the weighted chain.
Lu Jiao Dao : this is a weird one. Two crescent-shaped blades combine in the middle to make an X with a circle in the center. You hold the center, so one side of the circle is the handle and the other side protects your hand. The combat method is similar to the Hudie Shuang Dao, and can be used in a pair with no penalty but it is more difficult to use because of its strange shape. You can slash with the blades or strike with the grip, so it has two types of damage.
Manriki Gusari : a one-meter long chain with a weight on each end. This weapon is used to parry a weapon and strike after, so if you take multiple actions after a successful Parry or All-out Parry, you only take a -2 penalty. You can also just strike by swinging and hitting with the weights, but this gives no special bonus. You can Strike, Grapple, Choke, or Disarm with this after a Parry, with no size penalty for weapon size. Choke damage is 1D6+2.
Medusa electro-whip : a short hafted cat of nine tails with an electroshock power pack, the Medusa is a nasty weapon to fight against, as its almost impossible to avoid all the strands.
Nunchaku : two clubs held together with a short chain. Bruce Lee made this one famous. There is only a -2 penalty if you attack in the same round after a Parry. The same is true for All-Out Parry. There is a +1 bonus for Sweeps.
Qiang : a Chinese spear, but lighter and with better balance and speed than European spears. You can thrust or trip (+1 bonus).
Sai : this is little bigger than a dagger. It has no edge, but is for stabbing through, like a thick icepick. Two hooks above the grip make the handguard and are used for disarming an opponent. It is often used in pairs, as it is a short weapon, and can move quickly. The styles for this weapon take no Two-weapon penalty. After parrying (unless it breaks) you can try disarming in the same round. In that case, the Two-weapon Modifier is -2. This -2 disarming penalty is also effective during an All-Out Parry. There is no size penalty.
San Jie Gun : three clubs held together with short chains. Each club is longer than those used by Nunchaku, about 60 cm. Its total length is the same as a Bo. It is slower than Nunchaku because of its larger size, but it has more uses. The two joints let you fight as if you had two separate weapons in each hand, and if the foe is close, you can Parry with the middle club. You only get a -2 penalty for multiple actions. If your opponent is in All-Out Dodge, you get a -1 penalty to your attack, because of the whip-like action of this weapon. You get a Sweep bonus of +1.
Shock glove : a combat glove with four electrodes on the phalanx, much appreciated by martial artists not afraid to get their hands dirty.
SmartWhip : interfaced whip that can stiffen.
Stinger : junior cattle prod.
Tessen : this looks like a simple folding fan, but is made of steel or iron. They never think it's a weapon at first glance, so you get a +3 surprise bonus to initiative the first round. There are special techniques for using it opened or closed, to Strike, Hold or Choke (1D6+2 damage). Also keeps you cool when it's really hot.
Three in Six : this is a mix of Bo and San Jie Gun. You can change its form from Bo (six mode) to San Jie Gun (three mode). You can take advantage of each weapon in each form. There is also a special attack. If you thrust it in Six mode and release the latch, it will snap into Three mode and the range will extend to 3m on that thrust.
Tonfa : this is a club in the shape of an L; the police use these as nightsticks. You only take -2 penalty for a multiple action after a successful Parry/All-Out Parry. Usable with only one or as a pair.
Voltage sword : A polycarbonate blade with conductive metal edges, the Voltage sword packs the same punch as a hand held taser, but is a lot harder to block. The trigger is in the hand grip and the blade only discharges on contact, either if it hits or if it is parried / blocked.
These are all used with the Strike/Cast key attack, and are not for melee combat. It is important that you only add half your strength damage modifier (rounded up), except for the special cases. These weapons are poisonable and have no #Shots or ROF. You can throw as any as you have in a round, if you are willing to take the -3 penalty for each shot.
Ref. | Name | Type | Style | WA | Avail. | Con. | Damage | Rel. | Range | Cost (eb) |
---|---|---|---|---|---|---|---|---|---|---|
Beer Bottle | 0 | E | P | 1D3 | UR | 1-5 | ||||
PRS | Bo-Shuriken | Strike | Ninjutsu | -1 | C | P | 1D6* | VR | 6 | |
Cast | ||||||||||
PRS | Hira-Shuriken | Cast | Ninjutsu | 0 | C | P | 1D3* | VR | 3 | |
PRS | Hyo | Cast | Ninjutsu | -2 | C | P | 1D2 AP | ST | 5 | |
Javelin | 0 | P | N | 1D6* | VR | 25 | ||||
Nail Gun | -2 | P | N | 2D6* | VR | 10m | 350 | |||
Recreational Dart | 0 | C | P | 1 | VR | 5 | ||||
CHR2 | Slamdance Inc. Spawnblade | Strike | Sambo | 0 | P | J | 1D6* | ST | 1m | 450 |
Cast | ||||||||||
CHR2 | Spring Knife | 0 | C | P | 1D6* | ST | 5m | 125 | ||
Stun dart | 0 | C | P | Stun (BODY 18) | ST | 15 | ||||
PRS | Tetsubishi | Cast | Ninjutsu | -1 | C | P | 1D3* | VR | 4 | |
Throwing Knife | +1 | C | P | 1D6-1* | VR | 5 | ||||
PRS | Zhi Dan | Cast | Choy Li Fut | 0 | E | N | 1D3 | ST | 0 | |
Tai Chi Chuan |
* Blade AP : soft armor divided by two.
# Monoblade AP : soft armor divided by three, rigid armor reduced to 1/3.
Stun : see rules on tasers.
Bo-Shuriken : a shuriken in the shape of a pencil or nail. It is more difficult to throw than the Juji-shuriken, but it wounds more deeply (like getting hit with a nail-gun).
Hira-Shuriken : the famous Ninja weapon; a cross or star shaped disk.
Hyo : this is a very small throwing weapon, shaped like two cones joined at the base, or a sharpened football. They are about the size of a small piece of candy and you can conceal REF/2 Hyo in your hand. Surprise attacks get +3 Initiative. The special throwing method gives this weapon the same effect as AP bullet, but with less damage.
Slamdance Inc. Spawnblade : knife optimized for throwing. If the attack has inflicted more than 4 points of damage, the blade expands and inflicts 1D6+3 more points. Removing the knife causes 1D6/2 points of damage. Accuracy : +1 in throwing.
Spring Knife : dagger with projectable blade.
Stun dart : a pair of electric darts linked by a conductive cable. Can be used in a Dartgun system.
Tetsubishi : a very small, sharp tetrapod, like the knot of spikes on barbed wire. These are smaller than shuriken, and are usually spread on the ground to slow pursuit. They must roll Athletics or Dodge & Escape vs. (# of Tetsubishi x2) Difficulty to avoid stepping on them. If they fail, they step on (Skill Check failure amount / 2) Tetsubishi. Roll damage, Armor SP is counted separatety for each Tetsubishi. These can also be Cast at the foe.
Zhi Dan : this is the name of a technique, not an actual weapon. You snap a small object with the thumb to give it high speed. Very effective for surprise attacks. Anything small and hard will do : coins, bullets, stones, etc. You add your full Body Damage Modifier, not just half.
These are weapons that are usually used with Punch or Kick. Many of these can be used with all styles, including Brawling.
Ref. | Name | Type | Style | WA | Avail. | Con. | Damage | Rel. | Range | Cost (eb) |
---|---|---|---|---|---|---|---|---|---|---|
PRS | Ashiko | Kick | Ninjutsu | 0 | C | J | 1D6* | VR | 1m | 28 |
PRS | Bagh-nakh | Punch | All | +2 | P | P | 1D2* | VR | 1m | 15 |
CYB | Brass Knuckles | Punch | All | 0 | C | P | 1D6+2 | VR | 1m | 10 |
CYB21 | Chainsaw Fists | -2 | P | L | 2D6* | ST | 1m | 450 | ||
CYB | Gibson Battlegear SPM-1 Battleglove | Punch | All | -2 | P | N | 3D6 / 2D6 | VR | 1m | 900 |
PRS | Gibson Battlegear SPM-2 Battleglove Plus | Punch | All | -1 | P | N | 3D6 / 2D6* | VR | 1m | 970 |
PRS | Katar | 0 | P | J | 1D6+1* | VR | 1m | 65 | ||
PRS | Kote | Punch | Ninjutsu | 0 | C | J | 1D3* | ST | 1m | 25 |
PRS | Leg & Knee Spikes | Kick | All | 0 | C | N | 1D6+3* | ST | 1m | 20 |
PRS | Shuko | Punch | Ninjutsu | 0 | C | J | 1D6* | VR | 1m | 32 |
PRS | Spiked Boots | Kick | All | 0 | C | N | 1D6+2* | ST | 1m | 20 |
PRS | Spiked Cestus | Punch | All | 0 | P | P | 1D6* | VR | 1m | 20 |
PRS | Spiked Limb Cover | Choke | Aikido | 1D6* | 200 | |||||
Hold | Judo | |||||||||
Sambo | ||||||||||
Ram | Sumo | |||||||||
Weighted-knuckle Gloves | Punch | All | 0 | C | P | +1 dmg | VR | 1m | 25 |
* Blade AP : soft armor divided by two.
# Monoblade AP : soft armor divided by three, rigid armor reduced to 1/3.
Stun : see rules on tasers.
Ashiko : these are Shuko for the feet (Ashi means foot in Japanese) and are usually used with Shukos. These spikes are tied to the bottom of the feet and are hooked into trees and walls for +2 to Climb (total of +5 when used with Shuko).
Bagh-nakh : (Tiger's Claws) a bar with rings at each end, and three spikes. You put your index and smallest fingers in the ring, and hold the bar in your palm. The spikes go between the fingers, to add extra damage to a Punch or Slap.
Brass Knuckles : self-explanatory. Hurts them and protect your hand.
Chainsaw Fists : it's a kind of big cybernetic "mitten", composed of a small combustion engine with a CHOOH tank sufficient for 20 minutes of use, 5 basic fingers that allow to grasp objects and a circular blade on top that protrudes 5 cm from its compartment. Each chainsaw fist weighs 6 kg (which reserves them for the strongest characters) and starting is done by clenching the fists, the more the user closes them, the faster the blade turns.
Gibson Battlegear SPM-2 Battleglove Plus : the new and improved Battleglove. The Armor is hardened to SP 15, with spiked knuckles (AP damage). Basic abilities are the same as the SPM-1 and has 3 cyberarm option slots.
Leg & Knee Spikes : this is a leg and knee protector (like baseball catchers wear) with spikes. It has SP 10 of hard armor and the spikes can increase kicking damage, with AP effect.
Shuko : this is originally a tool to climb trees and walls. It is two steel rings joined by a steel band. The hand is slid through the rings so you hold one ring, while the other ring and the band brace the wrist. The hand ring has spikes in the palm (+2 bonus for Climbing). You can't do much while wearing them; guns are right out ! As a weapon, it is used in open-hand slaps. If used for Parrying, it takes the damage, unless it breaks (SDP 10). The wrist guard impairs flexibility, thus the style restriction.
Spiked Boots : long boots with metal spikes. Soft armor of SP 5, and the spikes will have AP effects. These are cheaper, and easier to put on and remove than the Leg & Knee spikes.
Spiked Cestus : a spiked heavy iron plate, attached to the knuckles with cloth bandaging (or leather gloves). Very simple and very available. The spikes give it edge-weapon AP effects.
Spiked Limb Cover : this is a limb covering with rows of spikes (2 to 4 mm), like the Leg & Knee Spikes. When the limb is used for Grappling or Holding, there is an additional 1D6 of damage. If someone tries to Grapple or Hold the limb, the attacker receives damage. This is why spiked collars are so popular : they prevent choke holds, martial artists of the proper styles can use this to boost the Grapple/Hold/Choke key attacks and Damage. These can also be used for Ram key attack by Sumo artists (damage modifier x D6).
On a critical failure, the wearer does damage to himself. This option can be applied to MetalGear or BodyPlating, and on leather and armorjacks.
For more information on cyberweapons, please refer to their dedicated section on cybernetics.
Ref. | Name | Type | Style | WA | Avail. | Con. | Damage | Rel. | Range | Cost (eb) |
---|---|---|---|---|---|---|---|---|---|---|
CYB | Big Knucks | Punch | All | 1D6+2 | 500 | |||||
CYB | Cybersnake | Auto | All | 1D6 | 1200 | |||||
II1 | Dainamax Grapplefist | Strike | Ninjutsu | 1D6+2 | 1050 | |||||
Electroknucks | Punch | All | Stun (BODY 12) + 1D6 | 600 | ||||||
CYB | Hammer Hand | Punch | All | 1D10 | 600 | |||||
CHR1 | Mace Hand | Punch | All | 2D6+1 / 1D10-2 | 300 | |||||
Strike | Ninjutsu | |||||||||
CHR4 | NovelTech BigRipp | Punch | All | 2D6# | 1850 | |||||
CYB | Rippers/Scratchers | Punch | Karate | 1D6+3 / 1D3* | 400/100 | |||||
Koppo Jutsu | ||||||||||
Sumo | ||||||||||
Tae Kwon Do | ||||||||||
Te | ||||||||||
Animal Kung Fu | ||||||||||
Choy Li Fut | ||||||||||
Sambo | ||||||||||
Tai Chi Chuan | ||||||||||
CYB | Slice 'n Dice | Strike | Sambo | 2D6# | 700 | |||||
CYB | Spike Hand | Punch | Karate | 1D6+3 AP | 500 | |||||
Koppo Jutsu | ||||||||||
Sumo | ||||||||||
Tae Kwon Do | ||||||||||
Te | ||||||||||
Animal Kung Fu | ||||||||||
Choy Li Fut | ||||||||||
Tai Chi Chuan | ||||||||||
CYB | Spike Heel Foot | Kick | All | 2D6 AP | 500 | |||||
CYB | Standard Hand | Punch | All | 1D3 | 150 | |||||
CYB | Talon Foot | Kick | All | 1D6 AP | 600 | |||||
CYB | Wolvers | Punch | All | 3D6* | 600 |
* Blade AP : soft armor divided by two.
# Monoblade AP : soft armor divided by three, rigid armor reduced to 1/3.
Stun : see rules on tasers.
Big Knucks : the bones and tendons of the hand and fingers are replaced by metal and synthetic fibers to increase strength and weight. Visually undetectable, the impact is revealing. This modification is not legal, and so can only be performed by a ripperdoc.
Cybersnake : cyberweapon, self-controlling.
Dainamax Grapplefist : this is an improved grapple hand. It's removable and is bound to the wrist with a 50m cable (cable SDP is 10). Wires in the cable allow free movement of the hand, i.e., grabbing, punching, etc. You can also use the fist as a martial art weapon (like the weight on a Kusari-gama).
You can shoot the fist with compressed air, magnetic fields or explosive bolts. Damage is 1D6+2 and Weapon Accuracy is -1. Martial Arts skill is not added to this damage. To damage the cable is an Average attack (15) if in Hitting Range, Very Difficult (25) if farther away. This cyberware takes 2 options spaces in the arm, for the hand, and the cable/reel system in the shoulder. The hand has boosted strength built in, making the Crushing damage 2D6+2.
Electroknucks : an alternative version of the Big Knucks carrying a powerful electrical capacitor, sold in pairs. Even less legal than its inert counterpart, you'll need to find a ripperdoc ethical enough (or crazy enough) to install it, and think about renewing your Trauma Team subscription...
Mace Hand : as a normal hand, it can be used by anyone, but only Ninjutsu gets Martial Arts bonuses for the morning star form.
NovelTech BigRipp : this is a 30 cm triangular blade of carbo-glass in the forearm. Meatlimbs have modifications for use (like Wolvers). It has a triangular cross-section for extra-strength and AP effect punches (when used with cyberlimbs only). Meatlimb placement doesn't give AP due to lack of bracing. Can be placed so the seam is either above or below the wrist. A variety of colors are available. The blade does 2D6 + cyberarm strength (1D6) + Martial Arts level.
Rippers/Scratchers : these are blades from under the fingermails (or replacing the fingernails). These cut on the bias (crossways), so Slaps or Knifehands are used, rather than closed-fist punches, like Boxing.
Slice 'n Dice : the damage of a Choke is 2D6 with mono-blade AP effects !
Spike Hand : palm spike extends thru fingers (thrust damages). It is so unique that it limits styles. It gives a +2 bonus to Climbing.
Spike Heel Foot : heel spike for climbing or lethal kicks.
Talon Foot : extends toes blades.