Weapon Proficiencies Expansion for Hand to Hand Combat Comparison

Palladium's combat system has evolved over the years, from its first appearances in games such as Mechanoids, Palladium Fantasy, TMNT, and Heroes Unlimited. The first benchmark of this change was the extremely in depth presentation in Palladium's Ninjas & Superspies RPG (N&S). These hand to hand combat rules became the epitome for hand to hand rules in the Palladium Megaversal System. Evolution, namely revisions, changes, and additions on this involved hand to hand system, especially in Rifts, but later in games such as Heroes Unlimited 2nd Edition (HU2), Palladium Fantasy 2nd Edition (PF2), After the Bomb 2nd Edition (AtB2), the complete presentation of "canon" rules in the Rifts Game Master Guide (RGMG), and the latest revision of rules from Splicers have changed the way that Palladium now handles hand to hand combat. There is also some new and alternate information presented in a few of the Rifter articles. This section will focus on the vast changes to weapon proficiencies (and melee weapons for that matter).

Note 1: While the RGMG contains the widest selection of weapon proficiencies, other games have W.P.s not covered or covered differently.

Note 2: Occasionally, I will interject personal comments into this comparison, especially for areas where changes haven't been considered or explored in depth and for ideas affecting the game mechanics that may or may not change the way a particular combat ability is looked at.

Note 3: Almost all games use different bonuses for the W.P.s.

W.P. Archery (PF2) Originally, Archery was a Physical skill in Palladium games (though ironically this is listed and missing from N&S-it was this dropping of the skill description that led to the formation of Archery as a W.P.). In PF2 this skill covers all types of short bows and crossbows (longbows are limited to the Long Bowman). One ROF is listed, along with common ranges and damages, movement penalties, and bonuses. HU2 calls the skill "Archery and Targeting" and adds throwing spears, forks, slings, long bow, and modern bow to the list of included weapons. The RGMG lists the exact same skill as HU2, but oddly still has Bow and Crossbow as separate W.P.s (in addition to a few other missile W.P.s covered under the list of weapons). AtB2's version of W.P. Bow is called W.P. Archery and only covers bows (not crossbows), but is otherwise identical to the PF2 version (with the exception of including long bows). Splicers' version of W.P. Archery adds Harpoon Guns (and long bows) to PF2's description.
I should note that I think this, in any version is just a waste of space and time and would rather see W.P. Bow redone with the appropriate information (exclusive of PF2's ridiculous note about longbows).

W.P. Armor (Splicers) I find it kind of odd that this W.P. appears here and personally wonder if it's a reprint of a skill I haven't seen in Rifts China (I doubt it since people asked about it when those books came out). The description of this skill, "training in jabs, thrown shoulder, arm slashes, knee attacks, and bumping with all types of spikes, blades, horns and other types of weapons that are grown into or mounted on one's body armor." certainly makes me think this skill was initially created for Mystic China (see W.P. Demon Armor). I also wonder if perhaps a separate W.P. for Armor should exist to give the men at arms characters their reduced penalties, suit up times and the like for wearing armor.

W.P. Axe (MC) I first saw this skill in MiA where it listed, "one-handed and double-handed axes, as well as small throwing axes." Mystic China introduces it to N&S, with the description, "one- or two-handed weapons with handles, and with one or two bladed striking surfaces." In PF2, this skill appears in Adventures on the High Seas and is presented as W.P. Battle Axe, where it lists "all types of large axe weapons, including single blade and double-headed axes and picks" and adds the note that it is not designed for throwing (Splicers lists the same basic format as PF2). HU2, the RGMG, and AtB2 likewise call this W.P. Battle Axe, but only describes it as "all types of battle axes and picks" but does not include the throwing note. None of these descriptions really work for me, either missing useful information (like the inclusion of picks) or being really vague (like Mystic China's description). The best bet would be to use MiA's skill name and description and add "and picks" to the end. The note about throwing would depend on whether or not throwing axes are kept with the skill, or lumped under throwing weapons.

W.P. Blowpipe (MC) This is listed, but not described for the Mei Far Chen in Mystic China. As the skill Mouth Weapons already covers the use of this weapon, this is obviously a standard Palladium lack-of-editing entry.

W.P. Blunt (N&S) This weapon proficiency covers "mace, hammer, cudgel, pipe, staff and club" (except the RGMG which lists "pikes" instead of pipes). The major oddity of this skill is the inclusion of staff as a weapon usable, since W.P. Staff represents an independent W.P. IN EVERY GAME!

W.P. Bola (RGMG) Described as "an old weapon of the South American Indians" this weapon is further detailed as "three rawhide thongs joined at one end and at the other, three cords tipped with metal or leather covered stones." The RGMG only describes SDC damage, MD explosive damage (not actually listed with numbers), and a neural version that stuns. Splicers changes the damage to entangle, with listed penalties, then turns around and lists damage for SDC and MD explosive versions. It also adds a note allowing a disarm to be used with bola. The HUGMG has a more accurate description, but places this weapon under W.P. Chain. It also expands some of the effects and special attacks of bolas.
This is unfortunately another skill with a bad description. There were two-ball bolas as well as the three-ball version listed, making the listed description incomplete.

W.P. Boomerang (RGMG) This skill first appeared in MDU, but Rifts Australia expands upon the various special attacks (as well as subsuming non-returning throwing sticks into the skill). The HUGMG reprints the Rifts version of the skill.

W.P. Bow (N&S) Covers "short bow, long bow, Samurai bow, Mongol bow, and Ninja bow, as well as modern compound bows." The RGMG calls this skill "Bow and Arrow". AtB2 calls this skill "Archery" and only lists short bows, long bows and compound bows in the description. This skill does not appear in PF2, HU2, or Splicers (See W.P. Archery instead). In revised TMNT this is functionally identical to W.P. Archery (i.e. it covers bows and crossbows).

W.P. Bow with Poison Arrow (MotY) This is described as covering a special type of bow, different from the regular bow, requiring a special firing technique. It also includes construction of this type of bow.

W.P. Chain (N&S) Includes "ordinary lengths of chain, mace and chain, flail, nunchaku, etc" with some wording differences. PF2 and AtB2 use "ordinary lengths of chain, the flail, ball or mace and chain, nunchaku, and similar weapons." HU2 and the RGMG use "ordinary lengths of chain, nunchaku, flail, and ball or mace and chain. Splicers uses the PF2/AtB2 wording, dropping the word "weapons" from the sentence.
PF2 also introduces the note about Chain weapons not being able to be used to Entangle (and subsequently killing the entangle bonus) or thrown accurately. Both of these notes make it into Splicers, but none of the other books. Unfortunately, this is one of the stupider changes to a W.P. in Palladium, since it makes absolutely no ******* sense! (Ok, there may be a point about throwing chain weapons, but no entangle?)

W.P. Claw (N&S) Another missing skill from N&S, which gets included in several martial art styles. The only thing of note for this "skill" is that the RGMG lumps claw weapons under W.P. Knife. I consider this somewhat debatable, since a claw weapon isn't really a knife. Sure it may have knife-length blades and be used similar to a knife, but in the main it is not. Early on, I considered this weapon to fall under W.P. Forked, though now I have to wonder if that would be accurate. Personally, I may just create an independent W.P. altogether to represent the fundamental differences between the various claw weapons and other weapons.

W.P. Crossbow (N&S) Includes both "heavy and light crossbows." Like W.P. Bow above, this skill is used in the RGMG and AtB2, but not HU2 or Splicers. In PF2 it's listed separately, but tells you to "See Archery." It's also interesting to note that those games using this skill give crossbows a different ROF than that of other bows (ironically more accurate in interpretation). AtB2's description is much more lengthy than the simple listing seen in N&S and MC, but doesn't list what types of crossbows may be used.

W.P. Dartgun (MC) This is listed, but not described for the Pao Hsaio in Mystic China. As the skill Mouth Weapons already covers the use of this weapon, this is obviously a standard Palladium lack-of-editing entry.

W.P. Deadball (RGMG) Exclusive to Rifts, this applies to a spiked ball that can ricochet.

W.P. Demon Snare (MC) This skill covers the use of the noose, lasso, and lariat...to a degree. A snare is a weapon used exclusively to catch an opponent's neck, wrist or ankle. Again, this is a rope weapon skill, though not used the same as the rope dart per se.

W.P. Demon Suit (MC) Listed, along with a huge description for the various weapons (exercise spurs, combat spurs, full demon armor) that it covers, but no real stats. However, this IS fixed, see W.P. Armor from Splicers for details.

W.P. Fan (N&S) Ironically, this skill is missing from N&S, even though it's listed among the W.P.s for martial art styles later in the book. The skill "W.P. Iron Fan" made it's first (and only as far as I know) appearance in Rifts Japan. Of much debate is the statement that "it is not designed to be a striking weapon." Some players feel this is a nonsense statement. I personally have to wonder why they think this, since, semantically, the statement is (mostly) correct. Fans, even those reinforced for combat, aren't designed as striking weapons. The first reason for this is simple, fans weren't designed as weapons period, they were designed to cool one's self off (though often they appeared designed as a status symbol). Secondly, even those fans reinforced for combat usage, are reinforced for the purpose of being a defensive weapon...not offensive, which again precludes the device from being "designed as a striking weapon." Now for the caveat, some fans WERE designed for striking, having pointed spines or sharpened edges. However, these were not the majority, so the statement still stands. On the other hand, it is important to note that fans were USED for striking. But there's a big difference between what they were used for and what they were designed for.
Rifter #3 has a somewhat expanded version of this skill which includes notes on hand strikes with fans.

W.P. Forked (N&S) Covers "Sai, Tiger Forks, Tridents and other weapons with tines." PF2 uses the wording, "trident, military forks, the sai, tiger fork, and other weapons with tines." The RGMG specifically removes tridents from the listing by giving tridents their own W.P. (qv). HU2 doesn't have the skill listed at all, stating in the HUGMG that these weapons, "Falls under W.P. Knife to use." AtB2 uses the PF2 wording, replacing "other weapons with tines" with "other weapons with fork-like tines." Splicers has my personal favorite entry for Forked, listing, "small weapons such as the sai and tiger fork, to large weapons such as the pitch fork, military for and trident, as well as other weapons with tines." I particularly love the definition of the Tiger Fork as a "small forked weapon" and the lack of a "k" for "military fork" (yes, I didn't put the typo in the entry for Splicers, it's in the book). It's also interesting to note that Rifts Japan's listing of the weapons Jitte or Sai list this as falling under W.P. Knife with this also appearing in the RGMG. In revised TMNT, the skill is called, "W.P. Forked and Spear" This odd little skill covers "all types of spears including Bisento, Yari and Naginata." Useless since no forked weapons are mentioned and both Bisento and Naginata are NOT spears (Palladium keeps calling them that though).

W.P. Grappling Hook (PF2) Another rope weapon proficiency. Listing a note about not being able to parry, this weapon also mentions non-combat uses of grappling hooks, as well as special attacks available. The only real change is the note appearing in AtB2 and Splicers differing normal and impaling damage of grappling hooks. I consider this the basic rope weapon proficiency myself, and it should cover such weapons as the rope dart. However, the entrapping/entangling use of snares, lassos, lariats, and nooses would probably fall under a different category, since the usage is fairly different.

W.P. Handcuff (R7) Not much of a weapon skill, this only allows the character to put handcuffs on someone being held in a lock.

W.P. Incendiaries (PF2) This sub-skill of Siege Weapons only appears in PF2 (printed in High Seas). Unfortunately it's usage is limited to incendiary ammunition for siege weapons. It is one of the few W.P.s with a skill percentage rather than W.P. bonuses.

W.P. Knife (R7) A specialized usage of knives, this version of the skill covers a straight-razor held in the toes.

W.P. Knife (N&S) Covers "all types of knives" in N&S. The RGMG (under the Vibro-Weapons description) also lumps Claws under this W.P. As mentioned above, HU2 lumps forked weapons under this W.P. Splicers uses my personal favorite wording "daggers and knives". I actually prefer this clarification to the vague (and incomplete) "all types of knives."

W.P. Knives - Paired (Special) (R3) This note simply adds pommel strikes, slashes, thrusts and stabs to the list of knife attacks. Knife & Kick Pairing should also be mentioned, as this adds the ability to use one or two knives with a kick attack as per paired weapons. Another version, called Sword & Kick Pairing appears in a different martial art and is functionally the same.

W.P. Lance (PF2) I make a note of this W.P. only because there really ISN'T one in Palladium Fantasy, although it's listed in High Seas with the useless "See the description under Way of the Lance." MiA does have a version of this skill, though Splicers has a much better and more useful version.

W.P. Large Sword & W.P. Short Sword (N&S) N&S (as well as MC) is Palladium's only RPG which actually provides separate W.P.s for large and short swords, with different bonuses for each. The description covers "large swords" or "short swords" appropriate to each W.P. Palladium's other games use the description, "large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, two-handed and short swords." (The inclusion of "fencing type training" is the result of the removal of the Fencing skills from later games.) PF2 and Splicers include the note that swords aren't designed for throwing.

W.P. Machete (MotY) This skill covers the use of the sword-like machete, even giving a percentage skill (in addition to W.P. bonuses).

W.P. Mouth Weapons (MC) Includes "blowpipes, mouth darts, and other weapons that depend on a person's lungs and that aim out of the mouth." PF2 names this skill "Mouth Weapons/Blowguns." HU2, AtB2, and Splicers all lump these weapons under W.P. Targeting.

W.P. Net (PF2) This skill, appearing in PF2, RGMG, AtB2, and Splicers, only has one difference. AtB2 describes this as being only a slaver's skill as opposed to a gladiator or slaver's skill. Personally I think either description is bunk, since it neglects the primary net-user...the fisherman.

W.P. Nunchaku (R3) Another area where special attack notes are attributed to the weapon.

W.P. Paired weapons (N&S) Overall, this is unchanged with the exception of occasional different wording. However, HU2 has a note about there being different levels of ability between selecting the W.P. and gaining the hand to hand level advancement in paired weapons (which, oddly enough, doesn't make it into AtB2 or the RGMG). The other change is that instead of just losing the ability to auto parry the next attack on a twin strike, the character can no longer use their next attack as a parry (parrying using an attack instead of an auto parry was not mentioned in the wording for the N&S description).

W.P. Poison Dart Blowpipe (MotY) Covering blowpipes listed as being "smaller and lighter" than blowguns.

W.P. Polearm (MC) Vaguely described as covering "very large spears and polearms, which are really spears mounted with sword, axe, or pickaxe hardware." I have to decry this description as being fairly inaccurate, for reasons I will cover later. Listing in High Seas for PF2, this is listed as covering "all types of large axe weapons, including the glaive, sabre, halberd, runka, scythe and voulge, among others." Again, this is not an accurate description (especially with the inclusion of "sabre"). The PF2 description also includes the note about not being designed for throwing. HU2 describes this as, "large spear-like weapon known as the polearm" and also includes tridents. Ironically, this is the same description used in the RGMG...even though Tridents get their own W.P. AtB2 describes, "very large, very long, two-handed spear-like weapons." going on to further include the note that "the character will be trained in the use of the weapon end, either a spear point, an axe blade, a hook, or a knife blade, and the butt end, as well as using the shaft to parry and block." Splicers describes the skill similar to PF2, but uses the terminology, "all types of large, bladed spear-like weapons, including the glaive, sabre halberd, runka, scythe and voulge, among others" also including the throwing note. HU2, AtB2, and the RGMG do not have the throwing note.
Out of all of these, AtB2 probably has the best (and most accurate) description. Unfortunately, polearms cannot be lumped as "spear-like," "axe-like" or other such nonsense. Polearms can be divided into several basic categories, with some weapons falling very loosely under the name "polearm"; spear-like (debatable about whether or not polearms would include such weapons as pikes and other very long spears), axe-like (typically pole- or poll-axes and their variants), cleaver-like (covering polearms similar to the axe family, but with a cleaver blade instead of an axe blade...exemplified by weapons such as the glaive, fauchard, lochaber axe, and voulge), hooked (this category is sometimes lumped with cleaver-like, but covers such weapons as the gaff, bill hook, and guisarme), forked (another loosely termed entry under polearms, consisting of military forks, pitch forks, and various tridents (including Tiger Forks)), mancatcher (yet another type of weapon which can be loosely considered a polearm, mancatchers can best be described as "non-lethal" polearms used for trapping opponents rather than causing damage...included in this are weapons such as the mancatcher, catch- or ketch-pole (pole with a noose), sasumata (forked), sode garami (sleeve entangler), and tsukubo (T-bar)), and two other very loosely related categories; pole-chain (basically the really long flail-type weapons, consisting of a chain attached to a staff) and blunt (which covers really long two-handed blunt weapons, which are not staffs, such as the Chacing Staff and Tetsubo). I personally prefer to lump tridents and mancatchers separately since both styles of weapons have features differing from weapons commonly considered polearms. The chain and blunt weapons likewise have different features, but are much harder to classify, since they work somewhat differently than their smaller versions.
I should also point out that there are some other odds and ends that really don't fit into the above categories. The Malaysian Lajatang is commonly considered a polearm, yet can't quite be described in any of the listed categories. Likewise there are a plethora of Chinese weapons which could fit the weapon type of polearm, yet defy conventional explanation. Then there are combination polearms, combining features of two or more categories (such as the sabre halberd, hook-fauchard, etc). The Japanese naginata and nagimaki are better categorized as "sword-like" polearms than any of the listed categories. Then there's the bec de corbin and lucern hammer style polearms which actually function more like hammers or picks than blades per se (I've also seen the bec de corbin described as a one-handed version of the lucerne hammer...from the CWAC, but I don't hold Mr. Balent's research ability in all that much esteem).

W.P. Pun Gung Bi (MC) A special W.P. which describes a weapon either identical or similar to the Emei Piercer. Personally I don't wonder if this should be included under W.P. Knife myself.

W.P. Quick Draw (Splicers) The ancient (missile) weapon version of Rifts' Quick Draw ability as a skill. Nothing really of note here other than this skill only provides and initiative bonus and doesn't allow for some of the other special features the ability does in Rifts or HU2.

W.P. Razor Fighting (ATB2) Covers the use of "razor finger nails." Ironically, this W.P. probably best covers the use of claw-weapons.

W.P. Reverse Stroke (Splicers) Described as a move where there character strikes an opponent behind them including a note about two-handed weapons being used with the same abilities that paired weapons are used with. While I like this skill, I have to say that it bears a close resemblance to the combat maneuver "Backward Thrust" I created (and put online) years ago combined with the note from AtB2 about polearm usage.

W.P. Rope (Splicers) This seems to be a conversion of the lasso/lariat skill from Rifts, combined with W.P. Grappling Hook (somewhat odd since Grappling Hook is present as its own WP in Splicers).

W.P. Sai (R3) This is an expanded version of W.P. Forked which describes sai usage in detail, adding several new attacks and moves.

W.P. Shen Biau (MC) This W.P. is listed under the description of the Shen Biau (Rope Dart). Ironically, this opens the way for debate about whether or not rope weapons, basically similar to many chain weapons, using rope instead of chain, would use their own W.P. or this one. More on this fun debate later.

W.P. Shield (PF2) Ah, a weapon skill with "large and small shields used primarily for parrying and self defense." A note that shields are not designed to be thrown is included. The RGMG adds a note about parrying bullets, energy blasts and the like with a -8 penalty (Note: correspondence with Palladium clarifies that this penalty replaces the -10 penalty listed elsewhere in the book, when a character with this skill is using a shield to parry such attacks). AtB2 changes the note about throwing to exempt "bucklers and specially made round shields." Splicers has the -8 to parry energy blasts, rail gun bursts, bullets, and mini-missiles, and adds a penalty of -3 to block thrown knives, spears, arrows, and other weapons. Unfortunately, there is NO mention of most of these attacks not being able to be parried normally (the limited entry under Hand to Hand combat states that "energy attacks from blasters, breath attacks, eye beams, and so on" cannot be parried...and later states that the ability to parry energy bolts or bullets is a rarity and covered further under ranged combat (it's not though)). The bad wording in these notes means that this is seriously broken as far as the system mechanics for Splicers goes. Palladium lack of editing strikes again! It also goes on to note how shields take damage in combat when used to parry (but doesn't list the damage they can take).

W.P. Siege Weapons (PF2) Technically, this, along with other "ancient" missile weapons shouldn't really be covered here. However, it's an Ancient W.P. so we'll cover it briefly. It is described as covering, "siege weapons, including balista, catapult, onager, and trebuchet." The skill is also listed in the RGMG and Splicers, with Splicers adding a note about loading siege weapons with M.D. rounds.

W.P. Skirt (R3) This skill covers the use of a skirt as a modifier to kick attacks (oddly it isn't used as a weapon by itself...making me wonder why the author decided to make this skill a W.P.).

W.P. Slingshot (N&S) Covers both ancient slings and modern slingshots. This skill is only independent in N&S and the RGMG. It is lumped under the horrid "W.P. Targeting" in PF2, HU2, AtB2, and Splicers.

W.P. Small Thrown Weapons (N&S) Includes "shuriken, throwing spikes, etc." PF2 (as does HU2) calls this skill "Throwing Weapons (small) and lists "throwing knives, throwing axe, throwing sticks/irons, darts, bolas, and similar." The RGMG makes no changes. AtB2 and Splicers both lump this under W.P. Targeting (listed in AtB2 as "Targeting (Throwing/Missile Weapons)"). I believe N&S is the first appearance of independent ROFs for thrown weapons. ROF usage separate from hand to hand attacks doesn't appear in PF2, HU2, AtB2, or Splicers (though it does appear in the RGMG). See W.P. Targeting for additional changes.

W.P. Spear (N&S) Includes "large and small spears." MC on the other hand lists "long weapons, usually tipped with metal points or blades" (see MC's Polearm description for even more fun with this nonsense). PF2 (as well as the RGMG, HU2, AtB2, and Splicers) include "rifles equipped with a bayonet" in the list (the best change yet for wording). The RGMG and Splicers also include (almost verbatim) notes about throwing and spear throwers. It is interesting to note that the woomera is included in the listing of spear throwing devices. Erick Wujcik in Mutants Down Under has this under it's own weapon proficiency, listing it as a "specially designed throwing stick, but unlike the boomerang, not designed to travel as far or return." However, the woomera also appears in Rifts Australia, where it is described as, "a hand-held length of wood with a channel cut into its length, which is then used to fling the spear with a catapult motion." The difference in descriptions of this weapon make for some fun times to be had doing research to discover which author is correct (my instincts tell me that BCL is more likely correct, being an Aussie and all, however, neither author has impressed me with their research ability, especially in the martial areas). Spear Thrower is also listed as a separate W.P. in MDU.

W.P. Staff (N&S) "Combat skill with large and small staffs." The RGMG uses "staves" instead of "staffs," a moot point since both are usable pluralizations. PF2 (as well as HU2, AtB2, and Splicers) make a note about the staff not being designed for throwing (without the subsequent removal of throw bonuses). However the RGMG doesn't have the note. In revised TMNT this description is a bit more detailed, covering "large and small wood or iron staffs and spears." Spears don't have a separate W.P. in this old game.

W.P. Targeting/Missile Weapons (PF2) This skill, commonly called "W.P. Targeting" covers such things as, "expertise with a thrown weapon and proficiency with missile weapons, such as the sling, sling-shot, bolas, boomerangs, throwing sticks, throwing axes (small), throwing knives, shuriken, javelin, and spear" with the bow relegated to W.P. Archery. ROF is listed as equal to the characters hand to hand attacks. The description also contains penalties, a list of ranges and damages, and notes on weapons not designed to be thrown. Also included is the note about additional bonuses for characters who combine this skill with W.P. Bow, W.P. Crossbow, and W.P. Spear (stating "see Archery" for the first two weapon types). HU2 ironically allows this skill to be combined with W.P. Archery and Targeting. The RGMG subsumes this under the skill W.P. Archery and Targeting. Splicers changes the wording somewhat, and adds siege weapons into the description and goes on to list combined bonuses for this skill combined with another missile weapon (not guns) skill. It also adds a note about throwing two small throwing weapons in the same action at the same target. A prerequisite skill of any other missile W.P. is also added. Likewise, and increased Critical Strike range is added to the description.
I personally think this skill needs to be abolished. It tries to do too many things (increased accuracy for some weapons in addition to training in a whole group of weapons with unrelated usage) and does nothing more than unbalance the game. Ironically, W.P. Sharpshooting already performs this (fortunately, in Rifts, this skill can be combined with Archery and Targeting, but only for slings, bows, and crossbows...and doesn't have the added problem of combining three W.P.s (Archery, Targeting, and Sharpshooting for example)) function much better than Targeting does, without unbalancing the game. Yep this dreaded skill is in Revised TMNT with the name "Targeting (Shuriken)" yet is listed as covering the following weapon categories: Knives (thrown), throwing axe, spears/forks (thrown), sling, short bow, long bow, and crossbow. Kind of odd since bows and crossbows have their own skill and darts are later mentioned as having increased range.

W.P. Ton Zen (MC) One of the few clearly listed notes about having a "specific Weapon Proficiency" for a particular weapon. W.P. Ton Zen is evidently a specialized version of W.P. Blunt.

W.P. Trident (RGMG) Covers Tridents, listing a variety of special attacks. Ironically this weapon is also covered under other W.P.s in the RGMG.

W.P. Vital Points (R12) This is a specialized attack rather than a weapon proficiency per se. It becomes an Espionage Skill in Splicers.

W.P. Weapon Improvisation (MC) The only place this appears as an actual W.P. This skill should either be fleshed out by or replace Moo Gi Gong's various weapon improvisations and W.P.s.

W.P. Whip (MC) Listed as covering "long, flexible, light weapons" in MC (what is it with this book and descriptions vague to the point of uselessness?). PF2 and AtB2 further add "typically made of leather or reeds" to the description and notes that the weapon cannot be used to parry. Splicers has the same parry note but adds a note that the weapon cannot be thrown. It's also interesting to note that Mystic China's description of the Steel Whip lists this W.P. as being the applicable W.P. It is debatable whether or not chain whips should use this W.P. or W.P. Chain.

W.P. Zwittentang (R5) This works more like a martial art style with a staff than it is a weapon proficiency. The "Auto Circular Parry" extremely overpowers it's ability though.



Odd Weapon Notes:
Kusari-Gama and Kyoketsu-Shogi note. Way back in the day (TMNT) these weapons required Hand to Hand Martial Arts (or Assassin, or Ninjitsu) to be used. In the HUGMG, Rifts Japan and the RGMG this is added to W.P. Chain. Rifts Japan also provides penalties for those without the proper training who use these weapons.
Way back in the day (TMNT) Manriki-Gusari and Nunchaku For some reason, these get the same note about usage as Kusari-Gama in Rifts Japan (which naturally gets printed into the RGMG)
Way back in the day (TMNT) No-Dachi required a separate W.P. Skill in No-Dachi. (This was deleted in N&S.)

Weapon Damages

Weapon TMNT N&S MC PF2 HU2 RGMG AtB2 Splicers
AXES
Axe, Battle 2D6 2D6 3D6 3D6 2-12 2D6/2D8
Axe, Throwing 1D6 1D6 2D4 2D4 1-4 1D6 2D4
Axe, Stone 1D8 2D6 2D6
Axe, Bipennis (2-head) 2D6 2D6 2D6
Fu, small axe 1D6**** 2-8 2D6 1D6
Fu, battle-axe 1D8**** 2-12 3D6
Fu, long-handled battle axe 2D6**** 4-24+2
Hatchet 1D6 1D6 1D6
Oncin Pick 1D8 2D4 2D4
Tomahawk 2D4
POLE ARMS
Awl Pike 2D6 2-12 2D6 2D6 2D8
Beaked Axe* 2D6/1D8 2-12/1-8 2D6 2D6 2D8
Berdiche 2D6 2-12 3D6 3D6 3D6
Bisento 2D6 2-12 3D6 3D6+4 ��
Glaive 2D6 2-12 2D6 2D6 2-12 2D6
Guisarme 2D6 2-12 2D6 2D6 2D6
Halberd 3D6 3-18 3D6 3D6 3-18 3D6
Sabre Halberd 3-18 3D6 3D6 3-18 3D6
Hippe 3-18 3D6 3D6 3-18 3D6
Lucerne Hammer 2-12 3D6 3D6 3D6
Military Fork 1-8 2D4+2 2D4+2 1-8 2D6
Naginata 1D8 1-8 2D4 +2� 2D6 ��
Pike 2-12 2D6 2D6 2D6
Runka 2-12 2D6 2D6 2D6
Scythe 1-8 3D6 3D6 1-8 3D6
Voulge 3-18 4D6 4D6 3-18 4D6
SPEARS
Chiang Zhu (Spear) 2-8
Chiang (Spear) 2-12
Chiang Chiang (Spear) 2-12
Heavy Lance*** 3D6
Javelin 1D6 1-6 1-6
Lance 2D6+2 2D6+2 1D6
Long Spear 1D8 1-8 2D6 2D6 1-8 2D6
Mao Chiang (Spear) ?
Short Spear 1D6 1-6 1D6 1D6 1-6 2D6? 1D6
Yari 1D8 1-8 2D4+2 2D6 ��
FORKED
Jitte or Sai (Gen) 1D6 1-6 1-6/1-4## 1D6 1D6 �� 1D8
Jiu Long Bar (Nine Dragon Trident)#### 3-18+1 2D6?
Tiger Fork 1D8
Trident 1D8 2D6+2 2D6+2 1-8 /3D6 2D8
KNIVES
Aikuchi/Tanto 1D4 1-4 1D6 1D6 ��
Bi Shou (Dagger) 1-4
Butterfly Knife (Da Kan Dau) 2-7
Daggers and Knives 1D6 1-6 1D6 1D6 1D6 1D4/1D6
Katar 1D6
Knife, Boot 1-4 1D6 1D4
Knife, Bush or Survival 1-6 2D4
Meat Cleaver 1-6 1D6 1D6
Razor 1D4
SHORT SWORDS
Cavalry Saber*** 1D10
Cutlass 1-6 2D4 2D4 2D4
Daisho, Wakizashi** 1D8/2D6 1-6 1D6+1/2D6 2D6 ��
Falchion 1-8 2D6 2D6 1-8 2D6
Ninja-to 2D4 ��
Sabre 1D6 1-6 2D4 2D4 2D4 2D4
Scimitar 1-6 2D6 2D6 2D6
Short Sword 1D6 1-6 2D4 2D4 1-6 2D4 2D4
Shou Li Jen (Sleeve Sword)###### 1-4/1-6
Wen Jen (S Sword)** 2-8/2-8+2
Wakizashi** 1D8/2D6 1D8/2D6 1D6+1/2D6 2D6 ��
LARGE SWORDS
Bastard 1D8+2 1-8+2 2D6+2 2D6+2 1-8+2 2D6+2 2D6
Broadsword 1D8 1-8 2D4+1 2D4+1 1-8 1D8+1
Chinese Broadsword 2-12
Claymore 2D6 2-12 3D6 3D6 2-12 3D6 3D6
Daisho, Katana** 2D6/3D6 1-8+2 2D6/3D6 3D6 ��
Flamberge 3D6 3-18 3D6 3D6 3-18 3D6
Giau Tzu Jen (L Sword) 2-12+2
Katana** 2D6/3D6 2-12/3-18 2D6/3D6 3D6 ��
Lieu Yeh Dau (L Sword) 2-12
Long Sword 1-8+2 2D6 2D6 1-8+2 2D6
No-Dachi 3D6 3-18 3D6/4D6 ** 3D6+4 ��
Pok Dau (L Sword) 2-12
Shi-Zi Jen (Lion Head Sword)** 2D6/3D6 2D6/3D6
Two-handed Espandon 2-12 2D6+2 2D6+2 2D6
Wu Grou Jen (L Sword) 2-12
BALL and CHAIN
Ball and Chain 1D8 1-8 2D4 2D4 1-8 2D4+2 2D6
Chain 2D4 2D6
Flail 2D6 2-12 2D6 2D6 2-12 2D6
Goupillon Flail 3D6 3-18 3D6 3D6 3-18 3D6
Kusari-Gama 1D10 1-10 2D6 1D10/2D4+2��
Kusari-Fundo 1-10 2D6 ��
Kyoketsu-Shogi 1D8 1-8 2D4 1D8/2D4 ��
Mace and Chain 2D6 2-12 3D6 3D6 2-12 2D6
Manriki-Gusari 1D8 1-8 2D4 1D8/2D8 ��
Nunchaku (Shan Gien Kun) 1D8 1-8 2-8+2 2D4 2D4 1-8 2D4 2D6
Shao Tzu (Flail) 2-12
Sa Tjat Koen 1D10 1-10 1D10/2D4+2
BLUNT WEAPONS
Arab Mace 1-8 2D6 2D6 2D4
Bian (Hard Whip) 1-6
Bokken 2-8 2D4 ��
Cudgel 1-8 2D4 2D4 1-8 1D6
Club/Stick/Pipe 1-6 2D4 2D4 1-6 2D4 1D6
Hercules Club 2-12 3D6 3D6 2-12 2D6
Horseman Hammer 1-8 2D6 2D6 2D4
Mace 1D8 1-8 2D6 2D6 1-8 2D4
Maul 1-6 2D4 2D4 2D4
Morning Star 1D8 1-8 2D6 2D6 1-8 2D6
Tonfa 1-6 1D6 1D6 ��
Tien Tzu (Club) 2-5
Ton Zen (Club) 4-24
War Club (wood) 1-6 2D4 2D4 2D4
War Hammer 1-8 3D4 3D4 1-8 2D6 2D4
STAVES
Bo Staff 1D8 1-8 2D6 2D6 1-8 2D6
Chang Bahn Jin (Staff) 2-12
Chang Bahn (Staff) 3-18
Giau Chiz (Staff) 2-8
Giau Chiz Jin (Staff) 2-12
Iron Staff 1D8+2 1-8+2 2D6+2 2D6+2 1-8+2 2D6
Long 1D8 1-8 2D4 2D4 1-8 2D4 2D4
Quarterstaff 1D8 1-8 2D6 2D6 1-8 2D6
Shikomi-Zue 1D8 1-8 2D4 1D10 ��
Shinobi-Zue 1-10 1D8 ��
Short 1D6 1-6 1D6 1D6 1-8 1D6
PROJECTILE WEAPONS
Short Bow 1-6 1D6 1D6 1D6 1D6
Arrows
Hunting Arrow +1
War Arrow +3
Incendiary Arrow --
Long Bow 2-12 2D6 2D6 2D6 2D6
Arrows
Bow, Ninja 1D8 1-8 1D8/2D4
Bow, Samurai 2D6 2-12 2D6+2
Bow, Modern 1D10 1-10 2D6 2D6 2D6
Bow, Compound 2D6 2D6 2D6 2D6+1
Bow, Mechanical 2D6
Bow, Portable 2D4
Bow, Traditional Wood 2D4
Bow, Mongol*** 2D6
Bow, English Long*** 2D6+5
Kun Gen (Bow) 1-6
Kun Dan (Bow) 1-4
Bow with Poison Arrows***** 1D4+P
Cross Bow@ 1-8 1D6/2D6 1D6/2D6
Bolts
Armor Piecing Crossbow Bolt +3
Explosive Crossbow Bolt 5D6
Crossbow, pistol style 1D10 1-10 1D6 1D6 1D6
Crossbow, heavy two handed**** 2D6/2D8 2-12 2D6 2D6/4D6
Crossbow, standard large (rifle style) 1D8**** 2D6 2D8
Crossbow, light bow 2D4 2D4 2D4
Crossbow, Crank Action 3D6
Crossbow, Lever Action 2D6
Crossbow, Pistola 1D6*** 2D4
Traditional Crossbow 3D6 2D4/1D8
Modern Crossbow 4D6 2D6
Arbalest**** 3D8
Er Neu (Crossbow)# 2-8/4-16
Gan Neu (Crossbow) 1-4
Harpoon Gun/Spear Gun/Air powered Crossbow****** 2D6 2D6+1 1D10
Shou Gen (Sleeve Arrow) 1-4
Fa Gen (Back Arrow) 2-8
Sling 1-6 1D6 1D6 1D6 1D6
THROWN WEAPONS
Biau Dau (Throwing Knife) 1-6
Bolas@@ 1D6 2D4 0/2D4
Boomerang**** 1D10 1D6 1D6 1D6 1D6 1D6
Boomerang, Light 2D4
Boomerang, Average 2D4+2 2D4+2/1D10
Boomerang, War 3D6 3D6
Boomerang, Metal 3D6 3D6
Boomerang, Sporting 1D4 1D4
Boomering, Hunting 2D6+2 2D6+2
Brick or Stone, Thrown 1D6 1D6
Chakram 1D4+1
Coins (Lo han Chain ) 1-4 1-4
Dart@@ 1-4 1D4/1 1D4/1 1 1D4
Shuriken 1D4 1-4 1D4 ��
Throwing Knives (Africa) 1D10/2D4+2
Throwing Knife 1-4 1-6 1D6 1D6
Spear Thrower +2****
Woomera**** 1D8
MOUTH WEAPONS
Blow Gun 0+P 0+P 1D4 0+P 0+P �� 1D4 1D4
Poison Dart Blowpipe***** 1+P
Mei Far Chen (Blowpipe) 1+P
Pao Hsaio (Flute & Dart)##### 1-4
WHIP
Bull Whip @@ 1-8 2D6 2D6 2D4/2D6 2D6
Cat-o-Nine Tails 1-6 2D6 2D6 1D6 2D6
Light Whip 1D6 1D6
Steel Whip/Gieh Bian (Whip) 2-12 2-16/4-16
Pi Bian (Whip)### 2-8/2-8+2
MISCELLANEOUS
Blackjack 1-4 1D6 1D6
Frying Pan 1D6 1D6
Hand Pick 1D4 1D4
Large Pick/Mattock 3D4 3D4
Shovel 1D6 1D6
Hammer (tool) 1D4 1D4
Hooves, Metal Shod +1
Hooves, Metal Spiked +3
OTHER
Climbing Claw -- -- 1D4
Fan
Kawanga 1D8 1-8 2D4
Bagh Nakh (Tiger Claws)�� 1D4
Shield@@ 1D4 1D4 1D4 1D6/1D4
Net@@ 1D4 1D4 1D4 1D4/0
Rope
Machete***** 1D8 1-6 2D4 2D4
Grappling Hook 1-4 1D4
Jen Chiang 1-10/2-8+2
Shen Biau (Rope Dart) 1-6
Shunn Gou Shih (Double Hook Arrow) 1-8/1-6(t)
Demon Snare
Demon Armor
Pun Gung Bi

* The Beaked Axe is often listed among spears in addition to it's listing in polearms. If two damages are listed in the same column, the second number represents the damage listed under it's entry with spears.
** These swords have a normal quality and high quality damage listing
*** Transdimensional TMNT
****Mutants Down Under
*****Mutants of the Yucatan
******Turtles Go Hollywood
#Second damage rating indicates "burst"
##Second damage rating indicates pommel strike
###Second damage rating indicates whip made of tendons
####Technically classified as W.P. Polearm
##### Pao Hsiao does 1D4 as a blunt weapon, 1D6 as an edged weapon, in addition to the 1D4 dart.
###### First damage indicates short form, second damage indicates lengthened form.
(t) Indicates damage if thrown.
@First damage indicates "small crossbow" second damage indicates "large crossbow"
@@Two separate damages listed for weapon, one in table, other in skills
�From Heroes Unlimited Game Master Guide
��Also does 1D4 claw/1D5 (knife) damage
Weapons from Rifts Main Book, missing from RGMG.
�� Originally from Rifts Japan. Damage for Bisento changed from 3D6. Damage listed individually for Wakizashi as 2D4 in Rifts Japan. Under the description of the "Living Samurai Sword" Damages are listed variously as 3D6/4D6, 6D6, 8D6, and 1D6x10 for the Katana and 2D6, 4D6, 6D6, and 1D4x10 for the Wakizashi (yes, I know these are supposed to be magic weapons, but the damages are frickin' ridiculous).

As you can see, several of the weapon have damages, from game to game, that don't quite match the weight/damage type equivalency of weapons, especially of those of the same type.
For instance, the staff damages for PF2, HU2, and Splicers have the quarterstaff doing twice the damage of a short staff...with the same height and a whopping � pound difference in weight! Of course, the decision to use a Kyushaku Bo staff as their "typical Bo staff" doesn't make much sense either, since the most common variety of Bo staff is the six foot long, Rokushaku Bo staff.
Another incidence of wacky weapon damages is one handed weapons doing as much, or more damage than a two handed weapon (i.e. the mace and chain vs the Flail in PF2).
The sword damages become even more convoluted, with short swords originally doing the same damage as knives and daggers, with larger swords doing little more damage. Also, take note of the differences in damages when using the katana as part of the daisho and being used separately in N&S. I theorized early on that this was a printing error (as that seemed the most likely explanation), however, later I considered that this made more sense if the daisho version of the damage was for using a katana one handed, whereas independently, it is used two handed. The later idea made more sense, so I carried this forward and compared the damages to the long sword, bastard sword, and two-handed swords.
Then there are the damages of the weapons between weapon types, where one type of weapon does as much damage as another type of weapon when this makes no real sense. This is easily illustrated by comparing the short spear damage to the damage for daggers and knives. How does this make sense, when the short spear can easily be considered a knife blade on the end of a stick?
Missile weapon damages are likewise not quite right, though I'm not sure on what final form they should take. Bows and bows vs crossbows have some unrealistic damages when compared. The new (Rifts Australia and HUGMG) boomerang damages easily get quite ridiculous for the different types of boomerangs. For instance, how is it that a war boomerang, being thrown, doing as much damage as a two-handed sword?

Summary
I think the best combination list of weapon proficiencies is the following, divided into two sub-categories (Melee and Ranged as per Mystic China):

Ancient Melee Weapons:

W.P. Armor: Use the description and stats from Splicers

W.P. Axe: Covers one-handed and double-handed axes, battle-axes, small throwing axes and picks.

W.P. Blunt: This weapon proficiency covers mace, hammer, cudgel, pipe, and club.

W.P. Chain: Includes ordinary lengths of chain, mace and chain, flail, nunchaku, etc. N&S bonuses and ROF.

W.P. Forked: Covers Sai, Jitte, and other one-handed weapons with tines. N&S bonuses.

W.P. Grappling Hook: Covers teh use of grappling hooks and rope darts. Splicers abilities, attacks, and bonuses.

W.P. Knife: Covers all types of daggers and knives. N&S version of this skill with Rifter #3 notes about extra attacks.

W.P. Lance: Hands down, the Splicers version of this skill.

W.P. Large Sword: N&S obviously.

W.P. Machete: Mutants of the Yucatan version, though damage may be changed.

W.P. Net: Primarily a fisherman's skill, this is also used by gladiators and/or slavers. Splicers abilities and bonuses.

W.P. Paired weapons: I might lean toward the HU2 version of this skill, but probably not.

W.P. Polearm: Training with all types of large spear-like, axe-like, and cleaver-like weapons. Remaining information from AtB2 skill description.

W.P. Quick Draw: Ironically, I'd go with the ancient weapons extract from Rifts over the Splicers version. In other words, I'd discard the useless high P.P. = Initiative bonus (probably replacing it with a level-based bonus) and make it so that a weapon could be drawn and used in the same melee attack.

W.P. Razor Fighting: Covers the use of claws and razor finger nails as well as a straight-razor held in the toes.

W.P. Reverse Stroke: Splicers.

W.P. Rope: Covers Lassos, lariats, demon snares, and nooses. Slicers special attacks and bonuses.

W.P. Shield: AtB2 writeup with the addition of the RGMG parrying note.

W.P. Short Sword: N&S writeup

W.P. Spear: Splicers writeup.

W.P. Staff: Combat skill with large and small wood or iron staffs. Splicers bonuses and notes.

W.P. Trident: Covers Military Forks, Tiger Forks, Tridents. RGMG writeup for the rest of the information.

W.P. Weapon Improvisation: Mystic China

W.P. Whip: Skill at "whipping" or snapping with an instrument for striking or flogging, consisting generally of a stiff or flexible rod with a lash (or lashes) attached to one end. Also consists of metal chain whips. Other information from Splicers writeup.

Ancient Ranged Weapons

W.P. Bola: A thrown weapon consisting of two or three heavy balls attached to a long cord. Special attacks as listed in HUGMG. Modified to list Rate of Fire.

W.P. Boomerang: HUGMG or RGMG printing of this skill. Modified to list Rate of Fire.

W.P. Bow: Covers short bow, long bow, Samurai bow, Mongol bow, and Ninja bow, as well as modern compound bows. Keeps the bonuses, rate of fire, ranges, and note from Splicers. Modified to list Rate of Fire.

W.P. Crossbow: Includes both heavy and light crossbows. N&S printing of this skill. Modified to list Rate of Fire.

W.P. Mouth Weapons: Mystic China entry. Modified to list Rate of Fire.

W.P. Siege Weapons: PF2 writeup. Modified to list Rate of Fire.

W.P. Slingshot: N&S writeup. Modified to list Rate of Fire.

W.P. Small Thrown Weapons: Covers shuriken, throwing spikes, throwing knives, throwing axe, throwing sticks/irons, darts, and similar. N&S bonuses. Modified to list Rate of Fire.

Suggested Weapon Damages
These damages aren't perhaps the best solution to the various problems with weapon damages, but they keep the same basic damages used in Palladium, modified as appropriate for the various weapons and how they compare to other weapons (for instance, the Tiger Fork, regardless of what Kevin Siembeada would like to think, out weighs the listed stats for the Trident, so it now does a bit more damage). Other weapons have had their damages fixed when compared to the weapon system as a whole, with extremely high or low damages fixed to a more reasonable level. Another change is to take into account that several of the listed weapons can be used in more than one way (the kusari-gama and kyoketsu-shoge are prime examples of this) and have damages based on what part of them is used.

Weapon Damage
AXES
Axe, Battle 3D6
Axe, Throwing 2D4(t)
Axe, Stone 2D6
Axe, Bipennis (2-head) 2D6
Fu, small axe 2D6
Fu, battle-axe 3D6
Fu, long-handled battle axe 4D6+2
Hatchet 1D6
Oncin Pick 2D4
Tomahawk 2D4
POLE ARMS
Awl Pike 2D6
Beaked Axe 2D6
Berdiche 3D6
Bisento 3D6+4
Glaive 2D6
Guisarme 2D6
Halberd 3D6
Sabre Halberd 3D6
Hippe 3D6
Lucerne Hammer 3D6
Military Fork 2D4+2
Naginata 2D6
Pike 2D6
Runka 2D6
Scythe 3D6
Voulge 4D6
SPEARS
Chiang Zhu (Spear) 2D4
Chiang (Spear) 2D6
Chiang Chiang (Spear) 2D6
Heavy Lance 3D6
Javelin 1D6
Lance 2D4+2
Long Spear 2D6
Mao Chiang (Spear) 2D6+2
Short Spear 1D8
Yari 2D6
FORKED
Jitte or Sai (Gen) 1D6
Jiu Long Bar (Nine Dragon Trident) 3D6+1
Tiger Fork 2D8
Trident 2D6
KNIVES
Aikuchi/Tanto 1D6
Bi Shou (Dagger) 1D6
Butterfly Knife 1D6+1
Daggers and Knives 1D4 to 1D6
Katar 1D6
Knife, Boot 1D4
Knife, Bush or Survival 1D6
Meat Cleaver 1D6
Razor 1D4
SHORT SWORDS
Cavalry Saber 1D10
Cutlass 2D4
Daisho, Wakizashi* 1D8/2D6
Falchion 2D6
Ninja-to 2D4
Sabre 2D4
Scimitar 2D6
Short Sword 2D4
Shou Li Jen (Sleeve Sword)�� 1D4/1D6
Wen Jen (S Sword) 2D4+2
Wakizashi* 1D8/2D6
LARGE SWORDS
Bastard 1D8+2/2D6
Broadsword 2D4+1
Chinese Broadsword 2D6
Claymore 3D6
Daisho, Katana* 1D8+2/2D6
Flamberge 3D6
Giau Tzu Jen (L Sword) 1D8+2
Katana* 2D6/3D6
Lieu Yeh Dau (L Sword) 3D6
Long Sword 2D6
No-Dachi* 3D6+4/4D6
Pok Dau (L Sword) 3D6
Shi-Zi Jen (Lion Head Sword)* 1D8+2/2D6
Two-handed Espandon 2D6+2
Wu Grou Jen (L Sword) 2D6
BALL and CHAIN
Ball and Chain 2D4+2
Chain 2D4
Flail 3D6
Goupillon Flail 3D6
Kusari-Gama ���� 2D4/1D6
Kusari-Fundo 2D4+2
Kyoketsu-Shogi ���� 1D8/1D6
Mace and Chain 3D6
Manriki-Gusari 2D4
Nunchaku (Shan Gien Kun) 1D8
Shao Tzu (Flail) 3D6
Sa Tjat Koen 1D10
BLUNT WEAPONS
Arab Mace 2D6
Bian (Hard Whip) 1D8
Bokken 2D4
Cudgel 1D8
Club/Stick/Pipe 1D8
Hercules Club 3D6
Horseman Hammer 2D6
Mace 2D4
Maul 3D4
Morning Star 2D4
Tonfa 1D6
Tien Tzu (Club) 1D4+1
Ton Zen (Club) 4D6
War Club (wood) 2D4
War Hammer 3D4
STAVES
Bo Staff 2D4
Chang Bahn Jin (Staff) 3D6
Chang Bahn (Staff) 2D6
Giau Chiz (Staff) 1D8
Giau Chiz Jin (Staff) 2D6+2
Iron Staff 2D6+2
Long 2D4
Quarterstaff 2D6
Shikomi-Zue 1D10
Shinobi-Zue 1D8
Short 1D8
PROJECTILE WEAPONS
Short Bow 1D6
Arrows
Hunting Arrow +1
War Arrow +3
Incendiary Arrow --
Long Bow 2D6
Arrows
Bow, Ninja 1D8
Bow, Samurai 2D6+2
Bow, Modern 1D10
Bow, Compound 2D6
Bow, Mechanical 2D6
Bow, Portable 2D4
Bow, Traditional Wood 2D4
Bow, Mongol 2D6+5
Bow, English Long 2D6
Kun Gen (Bow) 1D6
Kun Dan (Bow) 1D4
Bow with Poison Arrows 1D4+P
Cross Bow 1D8
Bolts
Armor Piecing Crossbow Bolt +3
Explosive Crossbow Bolt 5D6
Crossbow, pistol style 1D6
Crossbow, heavy two handed 2D8
Crossbow, standard large (rifle style) 2D6
Crossbow, light bow 2D4
Crossbow, Crank Action 3D6
Crossbow, Lever Action 2D6
Crossbow, Pistola 1D6
Traditional Crossbow 2D4
Modern Crossbow 2D6
Arbalest 3D8
Er Neu (Crossbow)** 2D4/4D4
Gan Neu (Crossbow) 1D4
Harpoon Gun/Spear Gun/Air powered Crossbow 1D10
Shou Gen (Sleeve Arrow) 1D4
Fa Gen (Back Arrow) 2D4
Sling 1D6
THROWN WEAPONS
Biau Dau (Throwing Knife) 1D6(t)
Bolas 2D4(t)
Boomerang 1D6(t)
Boomerang, Light 1D4(t)
Boomerang, Average 1D6(t)
Boomerang, War 1D6+2(t)
Boomerang, Metal 2D4(t)
Boomerang, Sporting 1D4(t)
Boomering, Hunting 1D4+2(t)
Brick or Stone, Thrown 1D6(t)
Chakram 1D4+1(t)
Coins (Lo han Chain ) 1D4(t)
Dart 1D4(t)
Shuriken 1D4(t)
Throwing Knives (Africa) 2D4+2(t)
Throwing Knife 1D6(t)
Spear Thrower +1D6(t)
Woomera 1D6(t)
MOUTH WEAPONS
Blow Gun 1D4
Poison Dart Blowpipe 1+P
Mei Far Chen (Mouth Darts) 0+P
Pao Hsaio (Flute & Dart) 1D4
WHIP
Bull Whip 2D8
Cat-o-Nine Tails 2D6
Light Whip 1D6
Steel Whip/Gieh Bian (Whip) 4D4
Pi Bian (Whip)**** 2D8/2D8+2
MISCELLANEOUS
Blackjack 1D6
Frying Pan 1D6
Hand Pick 1D4
Large Pick/Mattock 3D4
Shovel 1D6
Hammer (tool) 1D4
Hooves, Metal Shod +1
Hooves, Metal Spiked +3
OTHER
Climbing Claw 1D4
Fan 1D4
Kawanga 2D8
Bagh Nakh (Tiger Claws)��� 1D4
Shield@ 1D6/1D4
Net 1D4
Rope --
Machete 1D8
Grappling Hook 2D6
Jen Chiang 1D10
Shen Biau (Rope Dart) 1D8
Shunn Gou Shih (Double Hook Arrow) 1D8/1D6(t)
Demon Snare --
Demon Armor --
Pun Gung Bi 1D4

* These swords have a normal quality and high quality damage listing
**Second damage rating indicates "burst"
***Second damage rating indicates pommel strike
****Second damage rating indicates whip made of tendons
Pao Hsiao does 1D4 as a blunt weapon, 1D6 as an edged weapon, in addition to the 1D4 dart.
�� First damage indicates short form, second damage indicates lengthened form.
��� Also does 1D4 claw/1D5 (knife) damage
����First damage indicates kama (kusari-gama) or knife (kyoketsu-shoge) damage, second indicates weight & chain (kusari-gama) or rope and ring (kyoketsu-shoge).
@ First damage for large shields, second damage for small shields.
(t) Indicates damage if thrown.

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