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.