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Weapon NameDamageE/TAmmoRecRngSZ/HQualitiesWgtUpgCompYearSV
Caliber I
Brass knuckles +1d4–1 (min. 0) +1/— F/1h NKL, SUR 0.5 lbs. 17/+0 R$40
Club, light 1d6+1 subdual 1/20 T/1h 3 lbs. 10/+0 $20
Hammer, tool 1d4+1 subdual 1–2/— T/1h 2 lbs. 17/+0 $15
Jitte/Sai 1d4 subdual 1/20 T/1h FIN, GAR (+1), HOK (+3), QKY 3 lbs. 17/+0 $40
Pepper spray* 3d6 flash 1–2/19–20 12 F/1h FIN, INA (–1) 0.2 lbs. 20/+1 $60
Punch gloves +2 subdual +1/— F/1h NKL, SUR 1 lbs. 12/+0 $50
Sap 1d6 subdual 1–2/18–20 D/1h DST, FIN 2 lbs. 15/+0 R$20
Shield 1d4 subdual 1–2/— S/1h GAR (+3), INA (–2) 5 lbs. 12/+0 $100
Stun gun, melee 5d4 electrical 1/18–20 20 D/1h FIN 2 lbs. 20/+1 1970s $75
Tonfa 1d4+1 subdual 1/20 T/1h FIN, GAR (+2), QKY 3 lbs. 15/+10 $30
Caliber II
Club, heavy 1d8+1 subdual 1/20 S/2h 5 lbs. 10/+0 $40
Club, massive 2d6 subdual 1/19–20 M/2h MAS, TKD 20 lbs. 12/+0 $75
Garrote +0 +2/+1 F/2h NKL 0.3 lbs. 10/+0 R$30
Hammer, sledge 1d12 subdual 1/20 S/2h TKD 16 lbs. 17/+0 $40
Maul 2d8 subdual 1–2/20 M/2h MAS, TKD 30 lbs. 15/+0 $120
Pick 1d8 1–2/19–20 S/2h AP (3), TRP (+1) 12 lbs. 15/+0 $40
Stun gun, ranged** 3d8 electrical 1–2/20 4 5 ft.† D/1h 3 lbs. 20/+1 1970s $100
Calibers III–V
None
* Pepper spray uses the Handgun weapon proficiency with Dex as the key attribute and an untrained penalty of –2.
** As a melee weapon, a ranged stun gun uses the Blunt weapon proficiency with Dex as the key attribute and an untrained penalty of –4. As a ranged weapon, it uses the Handgun weapon proficiency with Dex as the key attribute and an untrained penalty of –4.
† This weapon may be fired a maximum of 4 range increments.