Melee Weapons

Whether you favor a *Machete* or a Crossbow, your weapon and your ability to wield it effectively can mean the difference between life and death while surviving in a world ruled by the Undead.

The weapons table shows the common weapons used throughout the world of Generation-Z, the weight, the damage they deal when they hit, and any special properties they might possess. Every weapon is classified as either melee or ranged. A **melee weapon** is used to attack a target within 5 feet of you, whereas a **ranged weapon** is used to attack a target at a distance.

## **Weapon Proficiency**

Your *class*, *Feats*, and *Random Traits* can grant your proficiency with certain weapons or certain categories of weapons. The three categories of melee weapons are **Sharp**, **Blunt**, and **Heavy**. Most people can use *Sharp weapons* with proficiency. These weapons include knives, Katanas, and other weapons often found in the hands of commoners. *Blunt weapons*, including Baseball Bats, Crowbars, and Wrenches, are generally used for brute force. Most survivors use *Blunt weapons* because these weapons put their fighting style and weapons to best use. *Heavy weapons* require more strength to use effectively. Not many people can use *Heavy weapons* with proficiency.

Proficiency with a weapon allows you to add your Proficiency bonus to the attack roll of any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll.

## **Blood Soaked Weapons**

As a part of a long or full rest, you can soak your weapon with the blood of undead. When you do this, and attack a target with that same weapon, the target must make a DC 15 Constitution saving throw. On a failure, they gain the Infected condition. If they have at least 1 level of bleeding, then they make this save with disadvantage. This feature only works on weapons that do Piercing or Slashing damage.

## **Passive Weapon Abilities**

A Passive Weapon Ability is a bonus to the damage from the weapon equal to your Proficiency Bonus that you get just from wielding the weapon. You must be Proficient with the weapon to gain the bonus.

* **Axe.** These weapons include Fire Axe's and Hatchets. When you attack a creature with one of these weapons, you gain a bonus to your damage roll equal to your Proficiency Bonus if the target is Bleeding.
* **Blade.** These weapons include Machete's and Katana's as well as other swords. Chainsaws also fall into this category. When you attack a creature with one of these weapons, you gain a bonus to your damage roll equal to your Proficiency Bonus if you do damage to the same target in back-to-back rounds. You cannot gain this bonus if you already got it the previous round.
* **Light Weapon.** These weapons include any Light one handed weapon such as a Knife, hammer, or Screwdriver. When you attack a creature with one of these weapons, you gain a bonus to your damage roll equal to your Proficiency Bonus if your target is Prone.
* **Puncture.** These weapons include Pitchforks and Spears. When you attack a creature with any of these weapons, you gain a bonus to your damage roll equal to your Proficiency Bonus if the target has 1 or more levels or exhaustion or its movement speed is reduced.
* **Blunt Weapons.** Blunt Weapons include Baseball Bats, Batons, and any Weapon in the Blunt Melee Weapon category. You gain a bonus to your damage roll equal to your Proficiency Bonus if your target has at least one level of exhaustion or is prone.
* **Heavy Weapons.** Heavy Weapons include Sledge Hammers and Mauls. You gain a bonus to your damage roll equal to your Proficiency Bonus if your target is Incapacitated or Prone.

## **Active Weapon Abilities**

Active Weapon abilities are unique to each weapon type. They allow you to forgo an extra attack *or* your Bonus Action to gain some new Ability in Combat. You can choose to do this before or after you make the attack. You can only take the ability if your attack lands.

* **Axe.** These weapons include Fire Axe's and Hatchets. When you attack a creature with one of these weapons, you can forgo an extra attack *or* a Bonus action to force your target to make a Constitution saving throw *(DC = 8 + your Proficiency Bonus + your Constitution Modifier)*. On a failure, they take one extra die of damage and gains the Bleeding Condition.
* **Blade.** These weapons include Machete's and Katana's as well as other swords. Chainsaws also fall into this category. If you attack a creature with one of these weapons, you can forgo an extra attack *or* a Bonus Action to force your target to make a Dexterity saving throw *(DC = 8 + your Proficiency Bonus + your Dexterity Modifier)*. On a failure, they take one extra die of damage and gain the Bleeding condition.
* **Light Weapon.** While using a Light Weapon, including Knives, hammers, and any melee weapon with the Light property, when you make a Weapon Attack, you can forgo an extra Attack *or* a bonus action to make a Deception Check contested by the target's Insight Check. On a success, You gain advantage on your Attack and deal one extra die of damage on a hit.
* **Puncture.** These weapons include Pitchforks and Spears. When you attack a creature with one of these weapons, you can forgo an extra attack *or* a Bonus Action to force your target to make a Strength saving throw *(DC = 8 + your Proficiency Bonus + your Strength Modifier)*. On a failure, they take one extra die of damage and gain the Impaled condition until the end of your next turn or you end it early as a Bonus Action.
* **Blunt Weapons.** Blunt Weapons include Baseball Bats, Batons, and any Weapon in the Blunt Melee Weapon category. If you attack a creature with one of these weapons, you can forgo an extra attack *or* a Bonus Action to force your target to make a Constitution saving throw *(DC = 8 + your Proficiency Bonus + your Constitution Modifier)*. On a failure, your target takes one extra die of damage and has disadvantage on all attack rolls, ability checks, and saving throws until the end of its next turn.
* **Heavy Weapons.** Heavy Weapons include Sledge Hammers and Mauls. If you attack a creature with one of these weapons, you can forgo an extra attack *or* a Bonus Action to force your target to make a Strength saving throw *(DC = 8 + your Proficiency Bonus + your Strength Modifier)*. On a failure, the target takes one extra die of damage, is knocked 5 ft. in a straight line, and lands Prone.

## **Weapon Degradation**

Like any means of war weapons dull and break. When used normally, weapons only take minimal damage compensated by cleaning or sharpening them as part of a short, long, or full rest. You can also push your weapon beyond its limit to achieve great effect, damaging it in the process. At any time you can choose from the actions below and your weapon suffers a level of degradation.

* If your attack roll is a twenty with added modifiers, you may choose to degrade your weapon to make the attack deliver a critical hit instead.
* If your target is Prone and you hit them with a melee weapon, you may choose to degrade your weapon once and deal 1d6 as additional weapon damage.
* If a Prone creature hits you, you may choose to degrade your weapon and use your reaction to increase your AC by 2 (3 if the weapon is held in two hands) potentially causing the attack to miss.
* When you must make a Strength or Dexterity saving throw against a threat, you may choose to degrade your weapon and gain advantage on the saving throw by bracing or stopping the threat with your weapon, if the GM allows.
* You may propose an unorthodox use of your weapon (as a lever to lift fallen rocks or a bar to hold a door). The GM may allow it if you choose to degrade the weapon.

Weapon degradation has a negative effect on damage rolls and an increased risk of the weapon breaking. The weapon also no longer benefits from any positive listed weapon properties until it is repaired (negative properties still apply). Like with Exhaustion, degradation effects stack.

### **Dulled**

The weapon's edge has lost its sharpness or its bludgeoning head has worn off. When a damage die rolls its maximum value, you must reroll the die. The weapon loses the Brutal, Critical and Vicious properties if it has them until repaired. The Weapon can be fully repaired in 10 minutes with a successful DC 10 Intelligence (Crafting) check, as part of a short, long, or full rest.

### **Chipped**

The weapon has lost small bits in combat, its edge or surface is ragged and uneven. The weapon's damage die decreases its size by a category (a d8 Baseball Bat deals d6 damage if chipped). The weapon loses the Sharp property if it has them until repaired. The weapon can still be fully repaired in 1 hour and a successful DC 12 Intelligence (Crafting) check, as part of a long or full rest.

### **Cracked**

The weapon has spiderline cracks within it, making it nearly unusable without breaking. When rolling damage, roll the weapon dice twice and take the lower result. When you roll a natural 1 on the attack roll, the cracked weapon breaks. The weapons cannot be repaired unless made of malleable material such as metal and requires half a day and a successful DC 15 Intelligence (Crafting) check, as part of a full rest.

### **Splintered**

The weapon's handle has been damaged or parts of the blade or head are coming loose, subjecting the wielder to potential injury upon the weapon breaking. When you roll 10 or less on the attack roll, the weapon breaks. If you use any Combat Action or Weapon Property that uses your action, attack or reaction, the weapon breaks after the effect. When a splintered weapon breaks, you take 1d4 in damage.

The weapons cannot be repaired unless made of malleable material such as metal and requires a full day, materials for a new handle or blade (GM's choice) and a successful DC 20 Intelligence (Crafting) check, as part of a full rest.

### **Broken**

A broken weapon is rendered useless in its current function, either snapping in half, at the handle, or is shattered. It can only be used as an improvised weapon. A broken weapon cannot be repaired and can only be salvaged for material for a new weapon.