Core Simple Weapons

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**Bayonet (fixed) (PL 3)**

   The statistics given describes a bayonet fixed at the end of a longarm with an appropriate mount. With the bayonet fixed, the longarm becomes a double weapon- club-like at one end and spear-like at the other. You can fight with two weapons, as if using a one-handed weapon and a light weapon (see Two-Weapon Fighting).

**Pistol Whip ( – )**

Using a piston as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase TN is given for this weapon since both vary depending on the pistol used.

**Rifle Butt ( – )**

The butt of a rifle can be used as an impromptu club.

**Straight Razor (PL 3)**

   Favored by old-school organized crime "mechanics," this item can still be found in some barbershops and shaving kits.

**Tanto (PL2)**

   The tanto is the third weapon that makes up a samurais daisho. It's essentially a dagger not typically used for combat, it's usual use is used for seppuku (ritual suicide).

**Jo (PL2)**

A jo is a shorter version of a bo, or a quarter staff, usually 3 feet or so in length. They can be wielded in each hand with all appropriate penalties applying.

**Bolts (PL2)**

A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

**Crossbow, Heavy (PL2)**

    You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing.

**Crossbow, Light (PL2)**

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons (see Table 8–10: Two-Weapon Fighting Penalties, page 160). This penalty is cumulative with the penalty for one-handed firing.

**Clubs & Greatclubs (PL 0)**

    A club or great club is essentially a small or large piece of wood used to hit someone.

**Mace, Heavy or Light (PL2)**

    A mace is made of metal, even the haft, which makes it quite heavy and very hard to break.

**Morningstar (PL2)**

    A spiked ball on a short staff. It can be wielded either as a one-handed or a two-handed weapon.

**Brass Knuckes (PL 4)**

    Brass knuckes are a weapon designed to be held wrapping around the knuckles of the user strengthening their punch.

**Metal Baton (PL 4)**

This weapon can be collapsed to reduce its size and increase its conceal ability. A collapsed baton is Small and can't be used as a weapon. Extending or collapsing the baton is a free action.

**Stun Gun (PL 5)**

    Although the name suggests a ranged weapon, a stun gun requires physical contact to affect its target. (The taser is a ranged weapon with a similar effect.) On a successful hit, the stun gun deals 1d3 points of electricity damage and the target must make a Fortitude saving throw (TN 15) or be paralyzed for 1d3 rounds.

**Shock Glove (PL 6)**

This weapon allows the attacker to deliver an electric shock to his target on touch.

**Stun Baton (PL 5)**

    The stun baton is a long rod similar to those carried by modern-day police officers, though on one end of the baton a metal cap that emits a pulse of stunning energy when it strikes a target. Any creature hit by a stun baton takes 1d6 points of bludgeoning damage and must succeed on a Fortitude save (TN 10 + damage dealt) or be stunned for 1d4 rounds.

**Hatchet (PL 4)**

    This light axe is a chopping tool that deals slashing damage when employed as a weapon.

**Machete (PL 4)**

    The machete is a tool used for cutting through undergrowth, but it is also suitable as a weapon; it is frequently carried by soldiers in the Pacific region in World War II.

**Pepper Spray (PL 5)**

    A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (TN 15) or be blinded for 1d4 rounds.

**Taser (PL 5)**

    A taser uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (TN 15) or be paralyzed for 1d6 rounds. Reloading a taser is a full-round action that provokes attacks of opportunity.

**Combat Gloves (PL 4)**

    A pair of padded gloves provides extra hitting power thanks to their weight and the materials used to construct them. Anyone who expects to get into a fistfight or a brawl probably wants to wear combat gloves. They provide a +2 bonus to damage on a successful unarmed strike.

Combat gloves are considered to be the same size as their wearer. Because of how they are worn, combat gloves can’t be disarmed or dropped.

**Stun Gauntlets (PL 6)**

Stun gauntlets are more or less normal gauntlets with sturdy reinforced gloves attached at least in appearance however they are covered in several stun and shock emitters built into them to help the wearer more easily disable their opponents with unarmed attacks.

**Bullets, Sling (PL 0)**

    A sling is little more than a leather cup attached to a pair of strings. It hurls lead bullets, which are much heavier than stones of the same size. It doesn’t shoot as far as a crossbow, nor is it as powerful as a bow, but it’s cheap and easy to improvise from common materials. Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you (for instance, 1d3 instead of 1d4, or 1d2 instead of 1d3) and you take a –1 penalty on attack rolls.

Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.

**Greatspear (PL 0)**

This broad bladed spear has a long flat blade and is too heavy to wield without the proper proficiency.

**Javelin (PL 0)**

    This weapon is a light, flexible spear intended for throwing. You can use it in melee, but not well. Since it is not designed for melee, you are treated as non-proficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.

**Longspear (PL 0)**

    A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.

**Quarterstaff (PL 0)**

    The quarterstaff is the favorite weapon of many characters, from travelers, peasants, and merchants A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon (see Two-Weapon Fighting, page 160). You can also strike with either end singly, a fact that allows you to take full advantage of openings in your opponent’s defenses. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

**Blowgun, Greater Blowgun (PL 0)**

    The blowgun is used to deliver poisons. The darts of the greater blowgun are larger than that of the normal sized. Each dart carries the poison to its victim.

The greater blowgun uses to hands to use and reload. Loading a greater blowgun provokes an attack of opportunity. A greater blowgun has a maximum range of 5 range increments.

**Blowgun Darts (PL 0)**

These darts are somewhat smaller than throwing darts and can carry poison.

**Blowgun Needles (PL 0)**

These 2-inch-long iron needles are sold in small wooden cases of 20. A full case is so light that its weight is negligible. The tips of the needles are often coated with poison.

**Shortspear (PL 0)**

A shortspear is small enough to wield one-handed. It may also be thrown.

**Gauntlet (PL 2)**

This metal glove protects your hands and lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.

**Gauntlet, Spiked (PL 2)**

Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.

**Dagger (PL 0)**

    The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill, page 81). daggers in PL: 0 always have heads made of stone flint or volcanic glass and are rather crudly constructed

**Dagger, Punching (PL 1)**

    This dagger puts more force from your punch behind it, making it capable of deadly strikes.

**Dart (PL 1)**

A dart is the size of a large arrow and has a weighted head. Essentially, it is a small javelin.

**Sickle (PL 1)**

    This weapon is like a farmer’s sickle, but it is strengthened for use as a weapon. It is favored by druids and by anyone who wants a weapon that might be overlooked by guards. Because of a sickle’s shape, you can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.