ABCDEFGH
1
NameDamageAPWgValSpecial Attack (require Melee/Unarmed 60)Notes
2
0Rock1xLCK +2 +1510Puppy Please?: +10 AP, doubles Crit chance, doubles Crit-Fail chanceIt's a rock, they're everywhere, can be thrown
3
Straight Razor1xSTR +5 +15110Sneaky Strike: +5 AP, MUST be made as a sneak attack, +5 DAM and ignores target DT, can not be used on targets whearing enviornmentally sealed armourConcealable
4
Cleaver3xSTR +5 +35210CHOP!: +20 AP, +1d10 DAM, deals FULL limb damage -
5
Rolling Pin1xSTR +5 +15110BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmet -
6
Club1xSTR +15 +20315BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmet -
7
Monkey Wrench1xSTR +15+20320Brained!: +5 AP, +3 DAM, an aditional +1d10 DAM for headshotsCan be used as a tool
8
Tire Iron/Hammer2xSTR +10 +25320BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmet -
9
Pool Cue/Staff1xSTR +10 +20120Low Sweep!: -5 AP, makes a 'Trip' attempt counting STR as +1 Reach
10
Taser10++20125That's My Purse!: +5 AP, Target's AP is halved unless END check is passed, Target disabled for d3 turns on a crit-succuessPowered (GP 10), Concealable, Stunning, Crit Fail strikes user
11
Zebra Slicer1xAGI +150.510Sneaky Strike: +5 AP, MUST be made as a sneak attack, +5 DAM and ignorestarget DT, can not be used on targets wearing enviornmentally sealed armourAgile, Concealable
12
Boxing Tape1xSTR +5 +15110Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltySet, Innocuous, Unarmed, Stunning
13
Bare Hoof (Body)1xSTR +150-Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltySet, Unarmed
14
Horn (Unicorn)1xSTR +5 +150-Potent Strike: +10 AP, +(Potency) DAM, Cost (Potency) StrainArmor-Piercing (light), Unarmed
15
Horn (Alicorn)1xSTR +10 +150-Majestic Strike: +10 AP, +5 +(Potency) DAM, Cost (Potency) StrainArmor-Piercing (light), Unarmed
16
Griffin Claw (incl bonus)1xSTR ++150-Screaming Dive: +10 AP, +2d10 DAM on the first attack made after a flight moveSet, Unarmed
17
18
19-Iron1xSTR +20 +25330FORE!: +5 AP, attack also causes stunning damage -
19
Knife1xSTR +8 ++15130STAB!: +10 AP, attack will cause a bleeding effect, 1d10 damage per turn, untill healed -
20
Switchblade1xSTR +8 ++15135Backstab!: +10 AP, +5 +1d10 DAM, MUST taget someone not currently engaged with player that they are behindConcealable
21
Sickle2xSTR +5 +20240En Garde!: As 'Parry' +5 AP, on a sucessful 'Parry' you may make a free attack with a -30 to hit penaltyCrippling
22
Machete2xSTR +10 ++20250CHOP!: +20 AP, +1d10 DAM, deals FULL limb damage -
23
Sword2xSTR +15 +25375En Garde!: As 'Parry' +5 AP, on a sucessful 'Parry' you may make a free attack with a -30 to hit penalty -
24
Lead Pipe2xSTR +10 +25350BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmet -
25
Nail Board3xSTR +10 +30450Bash!: +30 AP, Knocks the target back as per Slam -
26
Cattle Prod1xSTR +10 ++30350BZZZAP!: +15 AP, deals 2xSTR + 10 +++ stunning DAM, uses 2 chargesPowered (GP 15), Stunning
27
Police Baton2xSTR +10 +25250BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmet -
28
Shovel Spear3xSTR +5 +35350Low Sweep!: -5 AP, makes a 'Trip' attempt counting STR as +1Reach
29
Knife Spear3xSTR +15 +30375En Garde!: As 'Parry' +5 AP, on a sucessful 'Parry' you may make a free attack with a -30 to hit penaltyReach, Charging
30
Crowbar2xSTR +20 +25575Mr. Freepony I presume?: May substitute melee/2 for science on a SINGLE hacking attempt. A failure will destroy the terminal.Can be used to pry open locks
31
Dress Cane1xSTR +15 +25375BONK!: +5 AP, attack causes stunning damage, half stun DAM if target is wearing a helmetInnocuous
32
Whip1xAGI+10 +30150Whip Shot: +10 AP, may make a disarm atempt out out to 'Point Blank' rangeAgile, Reach, Crit Fail strikes user, Kinky
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Zebra Sword2xAGI +10 +25360Skilled Strike: +15 AP, +10 to hit, attack gains 'Armour Piercing'Agile
34
Boxing Socks2xSTR +5 +15650Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltySet, Unarmed, Stunning
35
Brass Shoe 1xSTR +5 ++15150Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltySet, Unarmed
36
Kick Dagger 1xSTR +5 ++20375Slash: +5 AP, attack gains +15 DAM but looses the 'Armor Piercing' ruleArmor Piercing (light), Unarmed
37
Mantis Helmet 2xSTR +10 +251075Charge!: +5 AP, attack has the 'Charging' ruleArmor Piercing (light), Unarmed
38
Bladed Helmet 3xSTR +10 +301075Charge!: +5 AP, attack has the 'Charging' rule Unarmed
39
Wingblades1xAGI +10 +203100Flyby: +5 AP, +2d10 DAM if passing a target while flyingAgile, Crippling, Set
40
41
2Baseball Bat2xSTR +20 +253100Homerun!: +20 AP, +15 +1d10 DAM -
42
Bamboo Sword2xSTR +15 +255150 MEN, DOU, KOTE + 10 AP called shots ignores 5 penalty Stunning, Agile can use str or agi
43
Battle Axe3xSTR +12 ++305150CHOP!: +20 AP, +1d10 DAM, deals FULL limb damageArmor Piercing (light)
44
Hatchet3xSTR +10 +253150CHOP!: +20 AP, +1d10 DAM, deals FULL limb damage -
45
War Club1xSTR +18 ++203150Tribal Fury: +15 AP, +2d10 DAM -
46
Rebar Club4xSTR +25 +409150(Insert Name) SMASH!: +20 AP, -15 to hit, -20 DAM, knocks target proneUnwieldy
47
Scythe 3xSTR +25 +354200Cleave: +15 AP, -20 to hit, make a wide swing that will hit AGI/2 targets within melee rangeReach, Crippling, Unwieldy
48
Combat Knife1xSTR +15 ++151200STAB!: +10 AP, attack will cause a bleeding effect, 1d10 damage per turn, untill healed -
49
Sledgehammer5xSTR +15 +3512250(Insert Name) SMASH!: +20 AP, -15 to hit, -20 DAM, knocks target proneUnwieldy
50
Harpoon w/chain1xSTR +15 ++257250GET OVER HERE 40AP Spear your target dealing +2d10 Damage and dragging them to you, Only works in Short RangeReach, Crit Fail strikes user
51
Cutlass3xSTR +15 ++255300Avast!: Can only be made as a sneak attack, -10 to hit, Target will suffer a -10 to all skill rolls for 1 turn -
52
Pickaxe2xSTR +5 +++356350Minecraft: +10 AP, +5 DAM, attack has 'Armor Piercing (Heavy)'Armor Piercing
53
Magic Energy Spear 3xSTR +15 +304500Low Sweep!: -5 AP, makes a 'Trip' attempt counting STR as +1Magic, Reach, Charging
54
Steel Saw3xSTR +5 +++++3520700Scrap Heap: 60AP deals half damage -20 to hit. Target's armor degrades one condition level Unwieldy, Armor Piercing, Powered
55
Chain2xAGI +10 ++358200Low Sweep!: -5 AP, makes a 'Trip' attempt counting STR as +1Agile, Reach, Crit Fail strikes user
56
Rapier 1xAGI +10 +152300Riposte!: May make a free normal attack on a sucessfull 'Parry'Agile, Armor Piercing (light)
57
Body Spikes 2xSTR +10 +151150Shoulder Check: Deals an extra 1d10 DAM on a 'Slam'Unarmed
58
Mace Hoof3xSTR +20++308200Bash!: +30 AP, Knocks the target back as per Slam-1 AGI, Unwieldy, Unarmed
59
Spiked Shoe 1xSTR +10 ++151250Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltySet, Unarmed
60
Tail Flail2xSTR +15 ++206250WACK!!: +10 AP, attack dose +1d10+15 DAM and can not be parriedUnarmed, Crit Fail strikes user
61
Bear Trap Hoof 3xSTR +25 +306300Rip and Tear: +10 AP, attack will cause a bleeding effect, 2d10 damage per turn, untill healed Crippling, Unarmed
62
Solaris Hoof 4xSTR +15 ++254300Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltyPowered (ECP 10), Unlucky, Unarmed
63
64
3Bowie Knife1xSTR +18 ++1511000STAB!: +10 AP, attack will cause a bleeding effect, 1d10 damage per turn, untill healed -
65
Gladius2xSTR +28 ++2521200Ceasar's Might: +10 AP, attack has the 'Crippling' rule -
66
Ripper1xSTR +10 ++++3061200Eviscerate!: +20 AP, -10 to hit, +2d10 DAM, attack will cause a bleeding effect, 2d10 damage per turn, untill healed Unwieldy, Powered (ECP 20), Armor Piercing
67
Fire Axe5xSTR +30 +3081200Cleave: +15 AP, -20 to hit, make a wide swing that will hit AGI/2 targets within melee range Unwieldy
68
Plasma Lance3xSTR +20 ++3061200Plasma Joust: 45AP +15 damage +10 to hit. Wielder must be Charging (also gains the +2d10 damage from the Charging rule) Magic, Reach, Charging, Armor Piercing, Rare
69
Bumper Sword4xSTR +30 +35121500Cleave: +15 AP, -20 to hit, make a wide swing that will hit AGI/2 targets within melee rangeUnwieldy, Reach
70
Zebra Chain Whip2xSTR +10 +++3081500Chain Slam! 40 AP Snag a character in Short Range and slam them into whatever you please, 2d10 Bonus DamageBonus Crit Damage, Bonus to Trip Attempts, Reach , Agile
71
Auto Axe6xSTR +25 +++++60202000Eviscerate!: +20 AP, -10 to hit, +2d10 DAM, attack will cause a bleeding effect, 2d10 damage per turn, untill healed Unwieldy, Powered (MFC 10), Armour Piercing
72
War Axe4xSTR +30 ++35102000Cleave: +15 AP, -20 to hit, make a wide swing that will hit AGI/2 targets within melee rangeUnwieldy, Armor Piercing
73
Magical Energy Sword4xSTR +20 +2563000En Garde!: As 'Parry' +5 AP, on a sucessful 'Parry' you may make a free attack with a -30 to hit penaltyArmor Piercing , Magic
74
Cosmic Knife2xAGI +12 +2011000STAB!: +10 AP, attack will cause a bleeding effect, 1d10 damage per turn, untill healed Agile, Armor Piercing (light)
75
Zap Sock 2xSTR +20 +2561200Overcharge: +25 AP, attack deals double DAM, including anit-matrix DAM, must roll LCK on a miss or attack 'strikes' user, uses 2 chargesPowered (MFC 10), Anti-Matrix, Unarmed
76
Displacer Sock 4xSTR +++3061300Hadouken!: +15AP, +2d10 DAM. Sends enemies an additional (STR) yardsPowered (ECP 5), Repulser, Unarmed
77
Power Hoof 4xSTR +25 ++2561500Uppercut: +5 AP, MUST hit with a normal attack first, makes a called headshot with only a -10 penaltyPowered (MFC 20), Unarmed
78
79
4Chainsaw8xSTR +40 ++++60202200Eviscerate!: +20 AP, -10 to hit, +2d10 DAM, attack will cause a bleeding effect, 2d10 damage per turn, untill healed Unwieldy, Powered (GP 10), Crippling
80
Zebra Thunder Axe4xSTR +25 +2582500Thunder Strike: +20 AP, weilder strikes the ground sending out a wave of electricity, gains AoE (5), dose not harm userAnti-Matrix, Magic, Unwieldy
81
Super Sledge5xSTR +40 ++35202500(Insert Name) SMASH!: +20 AP, -15 to hit, -20 DAM, knocks target proneUnwieldy, Crippling
82
Thermic Lance4xSTR +15 ++30203000Burning Charge!: +10 AP, attack has the 'Burning' and 'Charging' special ruleArmor Piercing (heavy), Magic, Reach
83
Magic Energy Axe5xSTR +20 ++2583500CHOP!: +20 AP, +1d10 DAM, deals FULL limb damageArmor Piercing (heavy), Magic
84
Nero Mace2xSTR+20+2073500Overcharge: +25 AP, attack deals double DAM, including anit-matrix DAM, Crit Fail hits users. uses 2 chargesAnti matrix, Shock, Powered (MFC 3)
85
Katana2xAGI +30 ++2032000Skilled Strike: +15 AP, +10 to hit, attack gains 'Armour Piercing'Agile
86
Enchanted Zebra Sword2xAGI +30 ++ 2533000Skilled Strike: +15 AP, +10 to hit, attack gains 'Armour Piercing'Agile, Magic, Enchanted
87
Industrial Shoe4xSTR +30 ++++35102800Eviscerate!: +20 AP, -10 to hit, +2d10 DAM, attack will cause a bleeding effect, 2d10 damage per turn, untill healed Unwieldy, Powered (GP 10), Armor Piercing (heavy), Unarmed
88
Ballistic Hoof 5xSTR +15 +++2563000Bash!: +20 AP, Knocks the target back as per SlamPowered (12 Gauge 1), Unarmed
89
Enclave Battle Tail2xAGI +25 + 253-Overhead Sting: +10 AP, attack gains 'Armour Piercing' and can not be parriedAgile, Poisoned, Unarmed, Requires Enclave Power Armor
90
NotesRange
91
ThrownRock1xLCK +2 +1510Thrown, It's a rock, they're everywhere 5 + STR Yards
92
Sling1xLCK +5 +1515Thrown, Uses Rocks as ammo, may not be used in melee10 + 2xSTR Yards
93
Throwing Knife1xSTR + 8 +1515Thrown10 + STR Yards
94
Throwing Hatchet1xSTR +10 +20110Thrown10 + 2xSTR Yards
95
Tomahawk2xSTR +10 +25215Thrown10 + 2xSTR Yards
96
Bolas -30320Thrown, Target must pass a AGI check or be knocked and heald prone, may spend 35 AP and roll against STR or AGI at -2 to break free. May not be used in melee10 + STR Yards
97
Boomerang2xSTR +8 +25220Thrown20 + 3xSTR Yards
98
Throwing Knife Spear3xSTR +10 +30325Thrown20 + 3xSTR Yards
99
Throwing Spear3xSTR +20 +25340Thrown20 + 3xSTR Yards
100
Javalin3xSTR +15+25250Thrown, may not be used in melee25 + 5xSTR Yards
101
Chucking Hammer3xSTR +20 ++305100Thrown10 + 2xSTR Yards
102
Magic Energy Throwing Knife1xSTR + 25 +153200Armor Piercing (heavy), Magic, Thrown10 + STR Yards
103
Magic Energy Throwing Axe2xSTR +20 +204300Armor Piercing (heavy), Magic, Thrown10 + 2xSTR Yards
104
Magic Throwing Spear3xSTR +20 +253350Armor Piercing (heavy), Magic, Thrown20 + 3xSTR Yards
105
Chakram2xAGI +15 +15350Agile, Thrown, weapon imediatly returns to user on a crit, user must roll AGI to catch the weapon or be hit by it, being damaged as normal10 + 3xSTR Yards
106
Zebra Throwing Stars 1xAGI +5 + 101100Agile, Enchanted, Thrown, may not be used in melee10 + 2xSTR Yards
107
Kpinga4xAGI +15 +254150Agile, Thrown, Crippling20 + 2xSTR Yards