In the 'Verse, hand weapons still have a place despite the preeminence of guns for centuries. On the frontier, nearly everyone carries a blade on them all the time. On a farm, a hatchet or machete are always close at hand. Alliance officers in dress uniforms and the nobles of Persephone can be found carrying swords of various sorts, and many are quite skilled with them. No soldier is ever without their bayonets, and practitioners of many ancient fighting arts include melee weapons in their repertoires.
Melee weapons do damage based on a combination of their base damage plus the wielder’s strength, based on the how many hands are used. One handed (1H) weapons use Strength -2 steps, while two handed (2H) weapons use Strength -1 step. Ergo, a sword that does d6 damage, wielded by an average Strength d6 person, will actually do d6+d2 in one hand, or d6+d4 if used with two hands. It is entirely appropriate to simply record the damage as a single dice for ease of use... e.g. d8 or d10 in the previous example.
The following is a list of commonly available weapons, but there are many others out there.
New-Tech options available for melee weapons are relatively limited, by the very nature of what they are. Several options are available below.
Higher Quality (Accuracy) - (x4), gives a +1 step bonus to skill due to superior construction, balance, and materials.
Higher Quality (Balance) - (x4) gives a +1 step bonus to the basic damage dice of the weapon due to superior construction, balance, and materials.
Shock Weapons - (x10), target must make a Hard (11) Endurance or Discipline roll to avoid being stunned for d6 turns
Armor Piercing Weapons - (x10), edged weapons only, all Armor Ratings are at 1/2 value due to ultra-sharp cutting edge; could be monocrys, "vibro", "layer knife" or any other such technology. Game effects are the same.