Cosm Name Axiom Bonus Price Notes 🕮
Aysle
Battle Axe T9 +3
200 (11)
🕮

A sharp, broad metal head attached to a wooden shaft, battle axes are most commonly used as melee weapons.

Dagger T8 +1
25 (7)
Small 🕮

short-bladed weapon between 15 and 30 centimeters in length. Daggers can be easily concealed and drawn in close quarters.

Great Axe T10 +4
300 (12)
Stagger, Two Handed, Unwieldy 🕮

The most terrifying of the barbarian weapons is the great axe. The double-edged blade and wide arc cuts swaths through the wielder’s foes.

Halberd T10 +4
350 (12)
Reach 2m, Two Handed 🕮

A polearm slightly over two meters in length with a large axe-blade mounted at one end with a spike for puncturing armor opposing it. Some also have a long thrusting point on the end of the pole for chopping and thrusting attacks.

Hammer of Thunder M23, T9 +4
30 000 (22)
Arcane, Beta Clearance, Stagger, Two Handed, Unwieldy 🕮

This runed hammer sends foes flying backward a number of meters equal to any BD rolled. Those who are pushed into a dangerous area may make a Dexterity test as a free action to stop just outside. Foes who are Large or bigger aren’t moved.

Longsword T9 +3
120 (10)
🕮
Mace T8 +2
50 (9)
🕮
Morning Star T8 +3
200 (11)
Unwieldy 🕮

A variation of the mace, the head of the morning star is connected to the handle by joints or chains which increase the force of the blow. It cannot be used in tight spaces where the user can’t effectively swing the impact end.

Short Sword T8 +2
90 (9)
🕮
Spear T8 +2
25 (7)
Reach 2m, Thrown 🕮

A long wooden pole with a metal head on the end, spears can be used as melee or missile weapons. It is not uncommon for a warrior who uses spears to carry several of them, some for throwing and at least one to keep on hand for melee combat.

Staff T5 +2
25 (7)
Two Handed 🕮

A staff can be a very effective weapon in trained hands. Staves are also often seen as walking sticks and overlooked as weapons.

Two-Handed Sword T10 +4
300 (12)
Two Handed 🕮
Vanquisher’s Blade M23, T9 +3
15 000 (21)
Arcane, Beta Clearance 🕮

A polished steel sword that repels creatures of supernatural evil. Any hit against such a foe also makes it Very Vulnerable .

War Hammer T9 +4
250 (12)
Stagger, Two Handed, Unwieldy 🕮
Core Earth
Chainsaw T22 14
150 (11)
Unwieldy 🕮

A small gas or electric motor powers a toothed chain that circles a guide-bar. When revved, the chain tears away at anything it touches. It deals a straight damage value rather than adding to Strength.

Machete T22 +2
40 (8)
survival tests Favored 🕮

Designed for cutting through thick foliage, these mid-sized, single-edged blades are also perfectly useful for cutting flesh. Modern machetes have builtin tools and features that make survival tests Favored.

Truncheon T21 +2
120 (11)
🕮

A modern baton made of advanced materials and specially balanced and weighted. Many versions have a hinged club-head or are collapsible.

Cyberpapacy
GWI Ehud Dagger T24 +2
220 (11)
AP 1, Small 🕮

This power dagger is commonly used by cyberknights who may require an easily concealed weapon on clandestine missions.

updated in Cyberpapacy Sourcebook, was previously called Power Dagger

Riot Stick T26 +3
150 (11)
Non-lethal, Painful 🕮

A heavy metallic club used for crowd suppression within the Cyberpapacy. When activated the tip pulses with powerful electric shocks which can be set to lethal or non-lethal. If not activated treat as a mace.

Living Land
Bone Knife T3 +1
5 (4)
Fragile, Small 🕮

The simplest stabbing weapon, usually little more than a handhold and a short shaft with a sharpened point.

Hrockt Shoot Spear T2 +2
40 (8)
Thrown 🕮

Pliable when wet and growing, but hard as iron once cut and dried. Often cultivated into straight spears with sharp points. Also commonly thrown as a missile weapon.

In the missile weapons table this weapon has Tech Axiom 3.

Improvised Club T1 +2
5 (4)
Unwieldy 🕮

Almost anything a character picks up may be swung like a weapon. The advantage is the character is armed and uses melee weapons for attack and defense. However, a miss with the weapon leaves the character Vulnerable . Balanced clubs designed for combat don’t suffer that drawback.

Stone Axe T2 +2
15 (6)
Fragile, Stagger 🕮
Nile Empire
Bull Whip T8 +2
40 (8)
Reach 3m 🕮
Orrorsh
Saber T16 +3
150 (11)
🕮
Pan-Pacifica
Electric Katana T24 +3
500 (13)
AP 2, Dazing 🕮

Ion circuitry nano-imprinted into the katana’s blade sparks with electricity when activated. The electricity can penetrate armor but the sword is blunted and does not generally penetrate skin. Electric katanas are particularly favored by the Electric Samurai.

updated in the Pan-Pacifica notebook

Katana T12 +3
140 (10)
🕮

Outstanding quality steel and workmanship allows this one-edged blade to be lighter and sharper than a regular sword.

Tharkold
Impact Hammer T25 +4
300 (13)
Stagger, Two Handed 🕮

The heavy head contains a pneumatic mechanism that adds a burst of thrust to the swing and drives a spike forward at the point of impact to greatly increase the force directed at the impact point—if a wielder is strong enough to get the hammer moving in the first place.

Pain Gauntlet T25 +1
100 (10)
Painful, Stagger 🕮

An armored glove laced with technodemon technology. Once an opponent is restrained the gauntlet deals damage every round automatically. Attacking with the gauntlet uses unarmed combat.