Melee weapons are used in close combat, and they are generally among the simplest types of weapons. The feat that provides proficiency with these weapons varies from weapon to weapon; some are considered simple weapons, other are considered to be advanced weapons. Simple weapons require the Simple Weapon Proficiency feat to use, while advanced weapons require the Advanced Weapon Proficiency.
Attacks with Melee Weapons use the Melee Weapons skill.
Melee Weapons can be divided into several broad categories for the purposes of feats such as Weapon Specialization. These include the following:
Axe
Bow
Club
Flail
Heavy Blade
Light Blade
Polearm
Sling
Spear
Tech Weapon
The weapons listed here are meant to cover most weapons one would reasonably encounter in the modern day. If you wish to wield a weapon not listed here, simply pick the closest analogue. For example, a medieval battle axe would likely function similarly to a machete, and an urumi would function like a chain that deals slashing damage. The GM is free to modify the Purchase DC for particularly uncommon weapons.
Generally inexpensive and light in weight, simple weapons get the job done nevertheless.
Blowtorch: Capable of dealing horrendous damage due to its focused flame, blowtorches are also incredibly unwieldy and just as likely to blind allies as enemies. A blowtorch takes a single action to ignite. Once ignited, all creatures in Close Range must either Avert their Eyes or make a DC 15 Endurance check to avoid gaining 1d4 applications of Blinded.
If you critically fail an attack with a blowtorch, the weapon's clumsy nature means you deal this damage to yourself
Brass Knuckles: These pieces of molded metal fit over the outside of a character's fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack.
When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage.
The cost is for a single item.
Cleaver: Heavy kitchen knives can be snatched up for use as weapons in homes and restaurants. These weapons are essentially similar to the twin butterfly swords used in some kung fu styles.
Club: Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.
Crowbar: The favoured weapon of astrophysicists everywhere, crowbars include any similarly hefty metal rod that can be used to bash in windows or break bones, such as tire irons or baseball bats.
Electric Prod: Large herd animals are notoriously stubborn, and sometimes cattle proves to be more dangerous than anticipated. In these cases, ranchers and other handlers use electric prods to deliver a sudden nonlethal shock that can even stop a raging bull. While usually used to keep cattle and other animals in line, electric prods can be an effective weapon used against other targets.
Fire Axe: Large, two-handed axes designed to break through doors and windows, complete with a pick on the rear of the axe head. Some fire axes, known as pulaskis, have a adze on the rear of the axe had instead to facilitate the creation of firebreaks.
Garrote: A pair of slim handles connected by flexible cable made of a strong alloy, the garrote is a weapon strongly associated with assassination. That’s no accident, as the weapon’s primary use is to silently strangle creatures. In order to use a garrote, your target must be unaware of you. You gain the following additional action while using a garrote on a target:
Choke (1 Action): You cut off your target’s air supply so they have to hold his breath. Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Stamina checks.
Knife: This category of weapon includes hunting knives, bowie knives, and bayonets (when not attached to rifles).
Metal Baton: Also known as nightsticks, this weapon can be collapsed to reduce its size and increase its concealability. Extending the baton is a free action that can be made when drawing the action. Once extended, the baton locks into place and loses its Concealed trait until you take 1 action to collapse it.
Pistol Whip: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No bulk or purchase DC is given for this weapon, since both vary depending on the pistol used. If your pistol has Light Bulk, you can use Weapon Finesse when pistol whipping, and you can pistol whip while grappled.
Rifle Butt: The butt of a rifle can be used as an impromptu club.
Sap: This weapon, essentially a smaller version of a club, deals nonlethal damage instead of lethal damage.
Sickle: Originally a farming tool used for reaping grain, this one-handed weapon has a short wooden handle ending in a curved blade, sometimes sharpened on both sides.
Sledge: An incredibly unwieldy weapon, a sledgehammer is designed for construction and demolition purposes. As a 3 Bulk weapon, you must take an action to steady yourself before swinging or suffer a -4 penalty on your attack roll. However, if you do land a solid hit, you can send a foe sprawling.
Stun Gun: Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. On a successful hit, the stun gun deals 1d4 points of nonlethal electricity damage (do not add yours Strength bonus) and the target must make a DC 15 Endurance save or be paralyzed for 1d6 rounds..
Tonfa: This is the melee weapon carried by most police forces, used to subdue and restrain criminals. A character can deal nonlethal damage with a tonfa without taking the usual -4 penalty.
Whip: A whip is usually 6 to 10 feet long, and made of braided or chorded leather, sometimes tipped with metal. Whips can be used to make attacks against foes who are either in Melee with you, or who are in Close range.
Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.
Bayonet: The statistics given describe a bayonet fixed at the end of a longarm with an appropriate mount.
Chain: A chain only counts as a Martial weapon and gains the stats listed here if you have the Chain Fighter feat. Otherwise, treat it as an improvised weapon.
Chainsaw: Originally developed for use as tools, chainsaws work remarkably well as weapons and are often used by lunatics or those who want to intimidate their enemies. It takes a single action to rev a chainsaw to life, otherwise it functions as club. The buzzing of a chainsaw’s blade is loud and distracting (but not deafening), causing anyone carrying an activated chainsaw to take a –10 penalty on Stealth checks. An activated chainsaw grants a proficient user a +2 circumstance bonus on Intimidate checks.
Duelling Swords: These weapons have very different places in the history of the world, but they all function similarly. These are medium-length sabres designed to duel against others wielding similar blades.
Greatsword: This late medieval weapon is as tall as many men. It is difficult to swing, but cases carnage when it connects.
Halberd: A favoured of the Age of Reason, the halberd is a versatile polearm that blends an axe, a spear, and a tripping hook.
Hatchet: This light axe is a chopping tool that deals slashing damage when employed as a weapon. This includes all one-handed axes designed for combat, including hand axes and tomahawks.
Kama: A kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.
Katana: The katana is the traditional Japanese samurai sword. A katana can be wielded two-handed, as if it were a 2 Bulk weapon. In that case, the katana deals 2d8 damage instead.
Kukri: This heavy, curved dagger, the favoured of Nepali Gurkhas, has its sharp edge on the inside of the curve.
Longsword: A classic weapon, the longsword remains a symbol of knighthood and valour into the modern day.
Machete: This long-bladed tool looks much like a short, lightweight sword. While usually used in clearing brush, it is also an effective weapon in the right hands.
Maul: Mauls are massive hammers that must be swung with two hands. Unlike sledgehammers, mauls are balanced for combat.
Nunchaku: A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.
Pike: This very long spear is purely for thrusting rather than throwing. Used by many soldiers and city watch for crowd control and defense against charging enemies, it must be wielded with two hands.
Rapier: A lightweight sword with a thin blade, designed for strength over brute force.
Scythe: Derived from a farming tool used to mow down long grains and cereals, this weapon has a long wooden shaft with protruding handles, capped with a curved blade set at a right angle.
Spear: A long metal shaft ending with a metal spike, a spear can be used one-handed as a melee weapon and can be thrown.
Staff: This long piece of wood can aid in walking and deliver a mighty blow.
Straight Razor: Favored by old-school organized crime, this item can still be found in some barbershops and shaving kits.
Switchblade: A switchblade is a knife with a hidden or retractable blade, and includes butterfly knives and gravity knives.
Sword Cane: This is a lightweight, concealed sword that hides its blade in the shaft of a walking stick or umbrella.