Weapons Chart
Weapons Chart
Weapons Chart
Hand-to-hand weapons, ranged weapons, whatever....they're here and ready for use. Choose your favorite by
looking for the name, and even reading the descriptions below the charts.
Notes:
Range: The number listed is the weapon's medium range in yards. There is no modifier for using the weapon at
this range. The weapon's maximum range is twice the number listed. Shots within that range have their
difficulties increased by one. Shots made at targets within a yard of the fighter are considered "point-blank"; the
difficulty for point blank shots is 4.
Reach: The length of a weapon. The weapon essentially extends the fighter's reach that far, allowing him to use
a hand-to-hand weapon against a target not standing next to him.
2H: These weapons require two hands to use properly. (The Storyteller may allow exceptions, such as Crinos-
form Garou using a two-handed sword in one paw, but these should only be permitted if they make sense. It's
practically impossible to use a bow with one hand, for example.)
Key
I = Initiative
A = Accuracy
D = Damage
M = Move
3-Section Staff China Flexible +0 +0 +3 +0 T +2 dice with Disarm; +1 die to Soak Block
Polearms
Lance Various Polearms +0 +0 +4 +0 N Reach 3 hexes; See below
Naginata Japan Polearms +0 +0 +3 +0 N Reach: 3 hexes; 2H
Bagh Nakh: Also known simply as "tiger's claws," this weapon consists of a crossbar held in the palm of the hand, with
long, sharp "claws" the protrude from between the user's fingers. It can also take the form of brass knuckles with spikes on
top.
This weapon's statistics can also be used for the shuko, a ninja weapon consisting of a metal plate that wraps around the
palm and has spikes protruding out of the palm area. In addition to being weapons, shuko were used by ninja as climbing
tools; wearing a shuko reduces the difficulty of any climbing attempt by 1 (or 2, if one is worn on each hand). However,
wearing a shuko prevents the character from using that hand to grasp anything that he doesn't want to puncture.
Balisong: A Filipino folding knife with a 6" blade. When closed, the two metal handles fit around the blade, making it
easy to hide the weapon in a pocket or up a sleeve. A trained user can flip the weapon around in an impressive display
when opening it; this may aid Intimidation rolls. The balisong is popularly known as a "butterfly knife".
Baton: This is any simple club, such as a policeman's nightstick, the escrima sticks used in many Filipino fighting styles,
or the Japanese hanbo or jo sticks.
Battle Axe: Any of dozens of varieties of axes used for combat. They are often used two-handed, but one-handed versions
are available.
Battle Pick: A piercing weapon resembling a dagger set at a 90-degree angle to a shaft. It is sometimes known as a
"crowbill".
Bayonet: A blade designed to be affixed to the front of a rifle. It has a Reach of one hex when attached to a rifle.
Bokken: A wooden club in the shape of a katana, used by Japanese swordsmen in training. However, the bokken itself can
be a deadly weapon in the hands of someone with training.
This weapon's statistics can also be used for the "shinai", a "sword" made of bamboo strips that is used in the sport of
kendo.
Brass Knuckles: Four thick metal rings attached to a metal bar or handle of some sort, designed to be worn around the
fingers of a fist so as to increase punching power. If used on its own, use the damage listed; if used with a Punch
Maneuver, add +1 to the maneuver's damage, which becomes Kill damage.
Bundi: Also known as a katar, this Indian weapon is a broad, triangular knife blade attached to a crossbar handle, so that
the blade protrudes from the wielder's fist. It inflicts wide, deep wounds. Because its hilt makes it helpful when blocking
weapons, it adds +1 to soak when used to block.
Cestus: A heavy gauntlet with spikes or knobs projecting from it at all angles. In game terms, it works the same as brass
knuckles.
Chain: Just what it says. It has a reach of 2 hexes. Like brass knuckles, it is a favored weapon of thugs, punks, and other
street scum.
Cinquenda: A broad fighting dagger; the name means it is "five fingers" broad.
Club: Any of thousands of different smashing weapons used the world over, from the caveman's thick stick to the Indian
gada or Zulu knobkerrie. In some cases spikes are added to a club, increasing its damage by 1.
Dagger: Use these statistics for most short fighting blades (6 - 20 inches). At the Storyteller's discretion, longer, larger
daggers may be the equivalent of a short sword in terms of damage.
Flail: A wooden or metal shaft with two or more spiked balls attached to it by chains. This makes it difficult to block an
attack by a flail. If a Block Maneuver is used against one, it gets -1 on the amount it adds to the opponent's Stamina for
purposes of soaking damage, and the blocking character does not get a +2 Initiative bonus the next round.
Garrote: This is anything used to strangle someone from behind. Most garrotes are simply lengths of rope or cloth. Once
successfully used, it is considered a Sustained Hold. If the target takes five or more Health Levels of damage from the
initial attack, he is considered to be choking. This means that he cannot speak or cry out and cannot soak the damage from
the garrote on subsequent turns in the hold!!
The initial damage from a garrote is Stun damage. After the victim falls unconscious, he will take Kill damage if the hold
is maintained. However, there are wire garrotes that do Kill damage initially, instead of Stun; they usually end up nearly
decapitating the victim.
When used in conjunction with the Choke Hold maneuver, a Garrote adds +2 to damage.
Hand Axe: An axe smaller than the battle axe, used one-handed.
Kris: A long, wavy-bladed dagger from Indonesia that cuts easily and deeply. Kris are surrounded by lore and mysticism;
masters of the weapon are said to be able to wield magical powers as well!! The kris is the traditional weapon of the
Pentjak-Silat fighting style.
Kusari: A Japanese chain weapon, comprising a chain about 12 feet long with a weight on one end and a metal ring on the
other. It can be used like a typical chain weapon (requiring two hands to use properly), or it can be thrown (usually with
the intention of entangling a target's legs and making him fall). If used with a Disarm maneuver, it adds +1 die.
Kusarigama: Similar to a Kusari, but it has a kama on one end instead of a metal ring.
Lance: A horseman's polearm -- essentially a big, thick spear. It is too heavy and long to use in normal combat; it can
only be used for charges on horseback (or, presumably, on a motorcycle or while standing in the sunroof of a sports car!!).
Mace: A metal club with flanges at the top, designed to crack through better armor than a sword. Sometimes there is a
spiked ball in place of the flanges.
Manriki-gusari: a 3-foot chain with a metal weight at either end. Similar to a kusari in many respects, but not as useful
for disarming foes.
Morningstar: A shaft with a spiked metal ball connected to it by a chain. Works just like a flail with respect to blocks.
Nunchaku: Two short (12 - 14") wooden rods, connected by a 1 - 5" rope or chain. In the hands of a trained user, these
weapons can be whirled around until they build up enough force to deliver lethal blows. They are often used in pairs, one
in each hand.
Polearm: Use these statistics for any of a wide variety of weapons consisting of a long shaft with a blade or tine at the
end. European examples include the awl pike, bardiche, becde corbin, bill, fauchard, glaive, guisarme, halberd, Lucern
hammer, military fork, partisan, ranseur, and voulge; Asian examples include the chai-dao, dai dao, ghi, ngow, nine-
dragon trident, tai dao, kwan dao, and tiger fork.
Power Tools: In modern-day campaigns, characters sometimes want to use some unusual objects as weapons. Three such
objects -- chainsaws, big industrial drills, and jackhammers -- are included under this heading. There are no existing
schools that teach Weapon Techniques with these beasts (thank goodness!!), but Storytellers can certainly allow their
players to devise a new technique if they feel it necessary. These bojects tend to be big, heavy, and clumsy to use or move
-- but they do a lot of damage and scare the hell out of most opponents.
Sai: A Japanese truncheon consisting of a thick metal tine with two broad, hiltlike prongs extending from the handle. It is
not sharpened; rather, it is a smashing weapon, like a baton. It aids in blocking (+1 to soak) and in disarming (+1 to die).
This weapon's statistics can also be used for the jutte (which has only one prong), the nunte (which has one prong
reversed) and the Indonesian tjabang.
Shikomi-zue: A special type of staff used by the ninja. It is hollow, with either a spear-blade or a chain hidden inside.
When activated, the concealed weapon is released, usually surprising the ninja's opponent enough for the ninja to injure
him. The fighter must know the Polearm or Flexible Weapons Techniques to be able to use the concealed weapon
properly.
Spear: Similar to the polearm, this weapon is essentially a shaft with a dagger attached to the end. It has a 2-hex reach. It
can be used hand-to-hand or can be thrown (at a +1 difficulty if the wielder does not know the Javelin Technique).
Staff: A wooden shaft, usually 4 - 6' long, wielded with two hands. It is a common weapon across the world (the most
popular versions are the European quarterstaff and the Japanese bo) and is often the first weapon taught to martial arts
students. It has a Reach of one hex.
Steel Whip: Also known as a chain whip, this weapon is like a standard whip, except that it is made out of linked steel
rods about 2" long each. It sometimes has a small slashing blade at the tip.
Stiletto: A slim steel dagger designed to punch through armor easily. For the most part, a stiletto is really just a glorified
ice pick, but it does what it's meant to do very well. Reduce the Armor Rating of any armor an opponent is wearing by
half if he is attacked with a stiletto.
Switchblade: A short folding knife with a blade that springs open when a button is pushed. A common street weapon.
Sword, Bastard Sword: A "hand-and-a-half" sword popular with some medieval warriors. It can be used on-handed or
two-handed; if used one-handed, use the damage statistics for the longsword.
Sword, Broadsword: Any of a wide variety of one-edged, often slightly curved, swords used around the world. Examples
include the Chinese darn dao, various Western military sabers and similar weapons.
Sword, Butterfly Sword: A short, single-edged chopping blade used by some Kung Fu practitioners. Often used in pairs.
Sword, Falchion: A short, heavy sword, with an outward-curving edge, good for chopping or heaving thrusting.
Sword, Hook Sword: A Kung Fu weapon consisting of a rod or blade that curves into a large, sharpened hook at the tip,
with an axe-like blade set parallel to the hilt of the sword. They are usually used in pairs, and make it easy to disarm a foe
(+2 Accuracy) or sometimes to trip one.
Sword, Katana: The Japanese "samurai sword", slightly curved with a single edge. Typically it is used two-handed, but
can be wielded one-handed as well. As with the kris, there is an extensive body of lore and craftsmanship associated with
the katana.
Sword, Long Sword: Any one of the hundreds of different types of straight, double-edged swords found throughout the
world. Examples include the Chinese jien, and dozens of different kinds of European swords.
Sword, Ninja-to: The sword of the ninja -- a straight, single-edged weapon, used as much as a tool as a weapon. It can be
used to assist in climbing (reduce climbing difficulty by 1), for digging and for similar jobs. The scabbard is longer than
the sword and is often used to conceal messages, blinding powder, or other weapons. There is a cord wrapped around the
scabbard that has many different uses.
Sword, Rapier: A slim, light sword, used primarily for fencing. It is almost as exclusively a thrusting weapon, rather than
a slashing weapon. This weapon's statistics can also be used for other fencing swords, such as the epee, foil, and fencing
saber.
If the rapier comes equipped with a hilt guard, to protect the wielder's hand, it adds +1 to soak if used to block.
Sword, Scimitar: A slender, curved, single-edged sword developed in Arabia. Use this weapon's statistics for similar
weapons (such as the Persian shamshir and the Indian tulwar and khanda) and for other slender swords that curve
frontward (such as the Ethiopian shotel, the Egyptian khopesh and some Indian swords).
Sword, Short Sword: Use these statistics for a wide variety of shorter, straight, two-edged swords, including the Roman
gladius and some Celtic swords.
Sword, Two-Handed Sword: A large, straight, double-edged sword that must be wielded with two hands. Examples
include the Scottish claymore and a variety of German swords.
Sword, Urumi: The Indian "whip-sword", consisting of two to four edged steel "ribbons" attached to a sword-hilt. When
used in combat, the fighter can make on damage test for each blade the sword has; however, if he botches, he injures
himself with that blade!!
Sword, Wakizashi: A curved, single-edged Japanese short sword, usually paired with the Katana.
Three-Section Staff: A Chinese weapon consisting of three 18 - 20" rods connected by short links of chain. it can be used
like a flail for longer strikes (it has a reach of 2 hexes) or folded up like a baton for closer combat. In the hands of a skilled
user, it makes it easy to disarm (+2 Accuracy) an opponent or to block (+1 to soak) his attacks.
Tonfa: A Japanese club like weapon, consisting of a baton with a handle set perpendicularly to it about 1/3 down from the
top. This makes it easy to use the weapon to punch or to block (+1 to soak). A policeman's nightstick is a close cousin --
practically identical.
Trident: A short, spear like weapon with three pointed tines used for stabbing. It has a reach of 1 hex.
War Hammer: A refined from of a club, with a metal hammerhead attached to a wooden shaft. Usually a pick-blade was
set on the opposite side.
Whip: The typical 18'-long leather bullwhip, commonly used by lion tamers, pulp heroes, torturers, and slave drivers. It
can be a very versatile weapon, allowing a skilled user to attack a foe up to 5 hexes away. It can also be used to disarm
(+2 Accuracy); at the Storyteller's discretion, it may be wrapped around an opponent's feet and used to yank them out
from under him (Dexterity + Melee, difficulty 7, to accomplish this; opponent resists by rolling Dexterity). However, the
whip cannot do damage to flesh that is protected by armor.
Key
I = Initiative
A = Accuracy
D = Damage
M = Move
Blowgun: A wooden or metal tube through which darts are fired at an opponent by using the fighter's breath to propel
them. Some ninja use a small, concealable blowgun called a fukiya.
Boomerang: An aerodynamically shaped wooden throwing club developed by the aborigines of Australia (some other
cultures created similar weapons). If the boomerang misses its target, it will return to the other hand of its thrower
(provided that the thrower has not moved before then, since the boomerang returns to the spot from which it was thrown).
A character may take other actions in the turn in which he catches his boomerang (including throwing the boomerang
again).
Bow, Long: Any of the larger bows used around the world, such as the English yeoman's yew-wood longbow or the
Japanese daikyu or yumi.
Players should note that the damage a bow does depends as much on the arrow as the strength or the bow. If a character
uses larger or broader arrowheads, such as the Japanese "frog-crotch" arrowhead, he may get +1 damage.
Bow, Short: Any of the smaller bows used around the world, such as the Japanese hankyu Short bows are often composite
(made of more than one material, for strength and flexibility, or made with special profiles (curved, recurved, four-curved
and so on) to improve their power.
Crossbow: A bow set horizontally on a stock, making it possible to carry it loaded and aim it more like a gun. its missile
is called a quarrel or a bolt. They are extremely powerful; typically a crank or other tool was used to cock them. Medieval
crossbows had greater range than bows, but were much, much slower to use (about one quarrel per minute, versus 6 - 12
arrows per minute for a bow). Modern crossbows are somewhat quicker to use, but still not nearly as quick as a bow.
Use these statistics for all average-size crossbows, from medieval times to modern. For smaller crossbows (such as the
pistol-sized modern version), reduce the range, Initiative, and Damage proportionately.
Fukimi-bari: Tiny needles held in the mouth by ninja and blown at nearby opponents. They are usually poisoned and
cannot penetrate armor.
Javelin: A short throwing spear. The range can be doubled if the character uses an atlatl, or spear-thrower.
Shuriken: "Throwing stars", popular with the ninja. They come in a wide variety of shapes. They tend to be an irritant
more than a serious weapon, though a master can cause grave injuries with them, and they are sometimes poisoned. A
character can throw one shuriken per turn for every dot he has in Melee.
Use these statistics for any other throwing blade not suitable for use in hand-to-hand combat, such as the Indian chakram
(a bladed metal disk or ring).
Sling: Two cords attacked to a pouch. A sling bullet (usually made of lead) or sling stone was placed in the pouch, and the
entire weapon whirled around to build up force. At the right moment, one of the cords released, throwing the missile at the
opponent. Some versions were attached to staffs, for added force and increased range.
Throwing Knife: Any knife that is aerodynamically shaped to be thrown. Usually they cannot be used in hand-to-hand
combat very well (-1 to dagger damage).
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Revolvers
Voss BC .22M 6 4 3 8 J 20
GKK-92C 9mm 6 4 4 14 J 25
Glock 17 9mm 6 4 4 17 J 25
Glock 19 9mm 6 4 4 17 P 22
Kahr K9 9mm 6 4 4 7 P 25
Makarov 9x18mm 6 4 4 8 P 25
PA-63 9x18mm 6 4 4 7 P 25
PSM 5.45mmSP 6 3 3 8 P 20
Steyr GB 9mm 6 4 4 18 J 25
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Heavy Pistols
Glock 20 10mm 6 5 3 15 J 30
Glock 22 .40S&W 6 5 3 15 J 30
Glock 31 .357SIG 6 5 3 15 J 30
Glock 33 .357SIG 6 5 3 9 P 25
M1911 .45ACP 6 5 3 7 J 35
Davao 5.56mm 7 7 1 4 J 50
Linebaugh .475 7 7 1 6 J 40
Contender Special 7 7 1 1 T 55
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Light Submachine Guns
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Rifles
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Pump-Action Shotguns
TR-870 12 gauge 6 8 2 7 N 20
SPAS-12 * 12 gauge 6 8 3 8 N 20
Firearms Chart
Name Caliber Diff Dmg Rate Clip Conceal Range
Machine Guns
Taser Probes 6 4 1 1 J 10