Expanded Gear And Goods - Melee Weapons

Weapons, Melee

Weapon Damage Cost Weight Min Attr Notes
Brass knuckles Str+d4 $1 1 - -
Cane, sword Str+d4 $11 4 - Parry +1
Clubs
- Standard Str+d4 - 1 - -
- War club Str+d6 $3 3 - -
- War club (bladed) Str+d8 $8 6 - AP 2; Parry -1; Requires 2 hands
Exotic weapons
- Brassclaw bracer Str+d8 $100 4 Ag d8; Str d8 Parry +1
- Fighting fan Str+d4 $4 1 Ag d6 Parry +1 with Defend or Full Defense maneuver
- Flying claw Str+d4 $30 3 Ag d8 Parry -1; Reach 2
- Flying crescent Str+d6 $50 4 Ag d8 Parry -1; Reach 2
- Katana Str+d10 $70 6 Ag d6 -
- Naginata Str+d8 $30 5 Ag d6 Parry +1; Reach 2
- Nunchaku Str+d4 $30 4 Ag d8 -
- Sai Str+d4 $6 2 Ag d6 Parry +1
- Three-section staff Str+d4 $45 8 Ag d10 Parry +1; Reach 1; Requires two hands
- Twin hooks Str+d6 $30 4 (each) Ag d8 Reach 1 (when linked)
Improvised weapons
- Ax, wood Str+d6 $2 5 Str d8 Requires 2 hands
- Bottle, liquor (broken) Str+d4 Varies 1 - Fighting -1
- Bottle, liquor (whole) Str+d6 Varies 4 - -
- Cane, hickory Str+d6 $0.50 4 - -
- Chair Str+d6 $1.25 20 Str d6 Parry -1; Fighting -1; Requires 2 hands
- Hammer Str+d4 $0.50 2 - -
- Hatchet Str+d4 $1 5/2 - -
- Hoe Str+d4 $2.50 1 - Parry -1; Fighting -1; Reach 1; Requires 2 hands
- Iron skillet (10 in.) Str+d4 $0.50 5 - Parry -1; Fighting -1
- Pick Str+d6 $2 12 Str d8 Parry -1; Fighting -1
- Scalpel Str+d4-2 $1.25 - - Fighting -1
- Shovel Str+d6 $1.50 5 Str d8 Requires 2 hands
- Straight razor Str+d4-1 $1 - - Fighting -1
Knives
- Standard Str+d4 $2 1 - -
- Bowie knife Str+d4+1 $4 2 - AP 1
Lariat - $4 3 - Parry -1; Reach 2
Rapier Str+d4 $10 3 - Parry +1
Saber Str+d6 $15 4 - -
Spear Str+d6 $3 5 - Parry +1; Reach 1; Requires 2 hands
Tomahawk Str+d6 $3 4 - -
Whip Str+d4 $10 2 - Parry -1; Reach 2

Gear Notes

Brassclaw bracer: Described in The 1880 Smith & Robards Catalog, this is a set of three high-quality ghost steel blades, set into a metal housing and worn on the forearm like a bracer. Though they are not made of brass, but rather high-tensile ghost steel, which acquires its distinctive sheen during the manufacturing process. A specially designed handgrip improves the weapon’s responsiveness and accuracy. These marvelous weapons are not subject to Disarming attempts, since they are indeed strapped to the wielder’s arm!

Chair: A wooden chair has been used in many a bar fight. It is a clumsy weapon, requiring two hands and at least Strength d6 to wield, and causing a -1 to Parry and Fighting rolls. A chair inflicts d6 damage but is smashed and rendered unusable after dealing damage.

Fighting fan: Unlike a typical fan that only keeps a lady cool on a stove-hot day, this distinctively illustrated beauty from the Orient has a thin, slashing metal edge running along the topside, useful for deterring unsightly critters (or persistent suitors refusing to heed hints) with style and grace. It is described in The 1880 Smith & Robards Catalog.

Flying claw: Per The 1880 Smith & Robards Catalog and The Flood, this weapon is a wicked metal claw attached to chain. Like a whip, when the wielder scores a raise on his Fighting roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers Parry -2 until his next action.

Flying crescent: Described in The Flood as similar to a flying claw, the flying crescent is a half-moon-shaped blade attached to a length of chain.

Hammer: Treat this as a club when used as a weapon.

Hatchet: Per the Deadlands Player’s Guide, treat this as a knife when used as a weapon.

Hickory cane: Treat this as a club when used as a weapon.

Hoe: When used in combat, a hoe requires two hands and the user suffers a -1 to Parry and Fighting rolls. Although awkward, it does provide Reach 1 and inflicts d4 damage.

Iron skillet: Iron skillets are not properly balanced for combat and cause a -1 to Parry and Fighting rolls. They inflict d4 damage.

Katana: Historically, katana were one of the traditionally-made Japanese swords that were worn by the samurai class of feudal Japan. The katana is characterized by its distinctive appearance: a curved, slender, single-edged blade with a circular or squared guard and long grip to accommodate two hands. It is renowned for its sharpness and strength. According to the Deadlands Marshal’s Handbook, a katana inflicts d10 damage.

Lariat: According to the Player’s Guide, this weapon can be used to perform an Agility Trick using the wielder’s Fighting skill. Success means the opponent suffers –2 Parry until his next action. With a raise the opponent falls prone, suffers –2 Parry, and is Shaken.

Liquor bottle: A whole bottle of liquor may be used as an improvised weapon. It inflicts d6 damage and has a 50% chance of breaking. A broken bottle may also be used as a weapon, but a causes a -1 penalty to Fighting and only inflicts d4 damage.

Naginata: Per The 1880 Smith & Robards Catalog, the naginata is a pole-arm designed for reach and penetrating power.

Nunchaku: This weapon is standard issue for tongs in Shan Fan and elsewhere in the Maze, and consists of two small staves (or handles, if it suits you) linked by a short chain. The “nun-chucks,” as they are commonly known among Mazers, originated from grain flails used by Chinese peasants. According to The 1880 Smith & Robards Catalog and The Flood, they may look simple, but it takes training and coordination to use them in a fight without walloping oneself.

Pick: According to the Deadlands Player’s Guide, picks make poor weapons, largely due to their weight and poor balance for the task. The user suffers a -1 to Parry and Fighting rolls while using a pick, and must have at least Strength d8. Picks inflict d6 damage.

Sai: Described in both The 1880 Smith & Robards Catalog and The Flood, the sai is pretty much a three-pronged pig-sticker. The central prong is the actual damage-dealing end, while the other prongs serve to catch weapons. The wielder receives a +1 bonus to make Disarm attacks when using these weapons.

Scalpel: If used in combat, a scalpel causes a -1 penalty to Fighting rolls and inflicts d4-2 damage.

Shovel: A shovel makes an awkward weapon. If used in combat, it requires two hands to use and a d8 minimum Strength, and inflicts d6 damage. If the user rolls a 1 on his Fighting die, he whacks himself. Snake eyes means he takes damage as if he had rolled a raise.

Straight razor: Anyone using a straight razor in combat suffers a -1 penalty to Fighting rolls. The razor inflicts d4-1 damage.

Sword cane: Per The Last Sons, the sword cane consists of a rapier concealed within the body of a cane. A twist of the handle and the owner can draw 2.5 feet of sharpened steel with which to defend himself!

Three-section staff: The exotic three-section staff comprises three wooden poles, each around two feet long, joined by a short length of chain to form what looks like Paul Bunyan’s nunchaku. Per The 1880 Smith & Robards Catalog and The Flood, the weapon can be used as a staff, nunchaku, or a whip. The wielder can make Disarm and Grapple attacks at a range of 1".

Twin hooks: According to The 1880 Smith & Robards Catalog, this pair of high-quality blades can be wielded separately, or hooked together and swung in a sweeping, whip-like strike. Be warned, it’s not as easy as it looks! Assembling or detaching the hooks requires an action.

Whip: According to the Player’s Guide, if the wielder scores a raise on his attack roll, the attack does not inflict an additional d6 damage. Instead, the victim suffers a -2 to his Parry until his next action.

Wood ax: Per the Deadlands Player’s Guide, this ax is intended for chopping lumber, and makes an awkward weapon. If used in this fashion, it acts like a tomahawk with a d8 minimum Strength, but requires two hands to use. Further, if the would-be lumber-jack rolls a 1 on his Fighting die, he whacks himself. Snake eyes means he takes damage as if he had rolled a raise.

Expanded Gear And Goods - Melee Weapons

Deadlands: The Way of the Brave Aahz Aahz