The Modern Armory · Chapter 15

Less-Lethal and Close Quarters

Weapons for stopping someone without killing them, and the few modern hand weapons that the Fantasy Armory does not already cover.

The less-lethal entries deal Stun Damage: all of their damage is applied to Strain. A target whose Strain is exceeded this way is incapacitated, not injured.

Skill: Melee for hand weapons, Light Ranged for the Taser and Pepper Spray.

Stun Gun

Contact stun guns, drive-stun devices

6 6 Engaged 1

Melee 100 Common — Stun Damage, Stun 3, Concealable 2

A hand-held device with two contacts that delivers a high-voltage shock on touch.

Damage 6 is flat, not added to Might, and all of it is Stun Damage. Stun 3: spend 2 Boons for 3 more Strain.

Taser

Taser X26, Taser 7

5 6 Short 1

Light Ranged 400 Restricted — Stun Damage, Disorient 3, Limited Ammo 1

A pistol-shaped device that fires two barbed darts on wires and shocks through them.

Stun Damage at Short range, with Disorient 3 for 2 Boons. It carries one cartridge. Thick clothing or armour with a Resistance bonus of 2 or more stops the darts.

Pepper Spray

OC spray, Mace

— — Engaged 0

Light Ranged 20 Common — Disorient 3, Limited Ammo 5

A pressurised can of irritant.

It deals no damage. On a hit, spend 2 Boons to Disorient the target for 3 rounds. A target without eye protection also suffers 2 Strain. Five uses.

Stun Baton

Cattle prod, shock baton

6 5 Engaged 2

Melee 160 Restricted — Stun Damage, Disorient 3

A baton with electrified contacts along its length. The agricultural version is a cattle prod.

Damage 6, flat, all Stun Damage, with Disorient 3 for 2 Boons.

Collapsible Baton

ASP baton, telescoping truncheon

+2 3 Engaged 1

Melee 70 Common Crushing Concealable 2

A telescoping steel baton that extends with a flick of the wrist.

It is a club that rates Concealable 2. Extending it is part of drawing it.

Fixed Bayonet

Sword and knife bayonets fixed to any rifle

+2 3 Engaged 0

Melee 40 Military Thrusting Defensive 1

A blade locked under the muzzle of a rifle.

It turns any long gun into a short spear: Might+2 with Defensive 1. Fixing or removing it is a maneuver. Off the rifle it is a Knife or a Dagger from the Fantasy Armory.

Weapon Butt

Pistol whip, rifle butt stroke

+1 5 Engaged 0

Melee 0 Common Crushing Disorient 1

A blow with the grip of a pistol or the stock of a long gun.

Might+1. It needs no maneuver to switch to, which is its only merit. A long gun used this way deals Might+2.

Chainsaw

Petrol chainsaws, concrete saws

+3 2 Engaged 5

Melee 400 Common Cutting Pierce 2, Vicious 2, Sunder, Cumbersome 3, Inaccurate 1

A petrol saw with a toothed chain. It is a tool, it is loud, and it has to be running.

Might+3, Crit 2, Pierce 2, Vicious 2, and Sunder. It needs Might 3 and adds Inaccurate 1. Starting it is a maneuver.

Modern Names for Fantasy Armory Weapons

The Fantasy Armory already carries the hand weapons a modern character is likely to pick up. Use its stat lines unchanged under these names.

Modern weapon Use the Fantasy Armory entry
Combat knife, fighting knife, hunting knife Dagger
Pocket knife, kitchen knife, utility knife Knife
Switchblade, stiletto, ice pick Stiletto
Prison shank, sharpened spoon, broken bottle Shiv
Push dagger Punch Dagger
Machete, cutlass, kukri Falchion
Meat cleaver Meat Cleaver
Hatchet, tomahawk, entrenching tool Hatchet
Fire axe, felling axe Battleaxe
Baseball bat, tyre iron, crowbar, truncheon Cudgel
Blackjack, cosh, sock full of coins Sap
Police nightstick with side handle Tonfa
Sledgehammer Maul
Brass knuckles Iron Knuckles
Weighted gloves Sap Gloves
Piano wire, garrote Garrote
Motorcycle chain, tow chain Weighted Chain
Riot shield Kite Shield
Cavalry or dress sabre Sabre
Sword cane Rapier, with Concealable 3 while sheathed

Compound bows and modern crossbows are in The Ranged Armory: use the Composite Bow and the Light Crossbow.