TEXT: Zen and the Art of Mayhem
  Weapons
  Weapons can always play a major factor in any 
  battle situation. Wielded in the hands of a master they can 
  turn the tide of any confl ict. Axes, swords, staves, clubs, 
  bows, guns all have their advantages. 
  In any settings the available weapons will always 
  have a factor on the battlefi eld whether the players or 
  their foes wield them. The Architect should inform the 
  players what type of world the characters will be in, and 
  what type of weapons are common and available. A 
  game with a cyberpunk setting might not have mammoth 
  melee weapons, but plenty of advanced fi rearms with 
  high rates of fi re. A game set in the age of sail and pirates 
  may have only single shot pistols and rifl es, but plenty of 
  melee weapons to choose from. A fantasy setting might 
  not have any fi rearms, and a modern day setting might 
  not have any melee weapons carried in public. Or even a 
  world where everyone is a ninja and fi rearms where never 
  invited. 
  In the original rules basic weapons types and 
  damages are given for a variety of weapons. In Level 2 
  rules, Architect and players can customize weapons. The 
  basic weapon type can have upgrades added to them, 
  creating a wider range of weapons. There is no limit to the 
  amount of upgrades that can be given to a weapon, but 
  typically it should be limited to no more then 4. The more 
  bonuses a weapon receives the more expensive and 
  rarer that weapon will become. Customization should be 
  monitored closely, some bonuses canʼt be used together. 
  Melee Weapons 
  Melee weapons are of course those weapons 
  that can be wielded in hand-to-hand combat. They range 
  from daggers, axes, swords, staves, and clubs. To the 
  more exotic yari, sais, and tonfa. To even spears, pikes, 
  and lances. Anything that can be wielded by opponents 
  against each other on the battlefi eld can be classifi ed as a 
  melee weapon. 
  Axe
  An axe is basically a heavy sharpened blade at 
  the end of a handle or long stick. The axe is a classic 
  weapon, originally designed as a work tool, it was soon 
  adapted to the battlefi eld. The weighted head gives it 
  great force to cleave through armor, fl esh, and bone.  
  Type 
   
   
  Range Damage
  Hand Axe  
  0-2
  2d6
  Large Axe 
   
  1-3
  3d6
  Axe Upgrades
  Extra Sharp: The axe head is able to be sharpen to a fi ne 
  level, and keep that edge longer, cutting deeper. 
  +3 to Damage 
  Double Headed Axe: The axe has a large cutting head on 
  both sides, adding to damage and versatility in combat.
  +1d6 Damage. 
  Lightened Head: To make the axe more fl exible and agile 
  in combat lighter materials are used.
  +3 to Hit.
  Long Handle: The longer the axe handle, the more power 
  that can be delivered with a single blow. 
  +1d6 Damage
  Add 1 to range. 
  Throwing: The axe is weighted so it can be thrown 
  with great accuracy. The effective range is equal to the 
  characters strength, normal to hit and damage. At twice 
  Strength range the to hit is reduced by two and damage is 
  halved.  
  Weighted Head: The axes head is made from the 
  heaviest, strongest material giving the weapon added 
  power.
  +3 to Damage
  Classic Axes
  Breaded Axe: Larger axe designed to be wielded two 
  handed, it is also weighted to be thrown easily imbedding 
  itself into an opponent. 
  Large Axe, Extra Sharp, Long Handle, Throwing
  Range Damage
  Advantage 
  1-4
  4d6+3  
  Throwing
  Battle Axe: Probable one of the most famous axes, the 
  long handles and larger cutting edge are easily feared on 
  the battlefi eld. 
  Large Axe, Extra Sharp, Long Handle, Weighted Head
  Range Damage
  Advantage
  1-4
  4d6+6
  Great Axe: Powerful two handed, double headed, battle-
  axe. The great axe can deliver a powerful blow able to 
  cleave through thick armor.
  Large Axe, Extra Sharp, Long Handle, Double-head, 
  Weighted Head
  Range Damage
  Advantage
  1-4
  5d6+6  
  
  Zen and the Art of Mayhem
  Tomahawk: A small one-handed axe popular with many 
  warriors. The tomahawk is weighted to be used effectively 
  in close combat as well as to be thrown at short range. 
  Hand Axe, Extra Sharp, Lightened Head, Throwing
  Range Damage
  Advantage
  2-2
  2d6+3  
  +3 to Hit, Throwing
  Club
  Arguable the club was one of the fi rst weapons 
  invited. These heavy large sticks is, of course, a handy 
  weapon since you can usually fi nd one easily. However 
  the club has evolved over time, heading into two different 
  directions; the popular large powerful battle club, often 
  with spikes, and small fi ghting sticks and batons. Of 
  course even a baseball bat is a refi nement of the club.
  Type 
   
   
  Range Damage
  Baton   
   
  0-2
  2d6
  Club 
   
   
  1-3
  4d6
  Club Upgrades
  Heavy: The club is made from the heaviest, densest 
  material available giving the weapon even more damage 
  potential. 
  +1d6 Damage
  Light: The club is designed to be as light and agile as 
  possible, not able to delivery as much damage as a 
  heavier version, but much more accurate. 
  +3 to hit
  Extended: The club is longer, increasing the effective 
  range in combat.
  Increase Range by 1
  Spiked: The end of the club is equipped with one or more 
  spikes to increase the amount of damage the weapon can 
  deliver. 
  +3 Damage 
  Classic Clubs
  Large Spiked Club: Probably the most recognized club on 
  the battlefi eld, these primitive weapons should never be 
  under estimated in combat.
  Club, Heavy, Extended, Spike
  Range Damage
  1-3
  4d6+3
  Small Fighting Sticks: Light slender sticks that are 
  designed to be used defensively, then deliver a quick 
  counterstrike. 
  Baton, Light
  Range Damage
  Advantage
  0-2
  1d6 
   
  +3 to Hit
  Baseball Bat: Not really designed for combat it is still a 
  ayhem
  Baseball Bat: Not really designed for combat it is still a 
  ayhem
  favorite weapon of many. Light in weight, but still able to 
  deliver plenty of damage to an opponent. 
  Club, Light, Extended
  Range Damage
  Advantage
  1-4
  3d6 
   
  +3 to Hit
  Nightstick: Popular among law enforcement the nightstick 
  is short and compact making it easy to carry, but still very 
  effective in combat.
  Baton, Heavy 
  Range Damage
  Advantage
  2-2
  2d6
   
   
   
  Dagger
  This miniature edged weapon is also a useful tool, 
  carried by many, for countless use. However it should 
  never be underestimated in combat. Its small size allows 
  it to be easily carried, even concealed. In close quarter 
  fi ghting it can be used to stab or slash. Being so quick 
  and agile it is hard for a foe to defend all possible ways 
  the dagger can be used. The dagger is called by many 
  names; knives, stilettos, dirks, switchblade, but each is 
  just a variation on the theme.
  Dagger 
   
  0-2
  1d6
  Dagger Upgrades
  Armored Pommel: The Pommel is increased in size to 
  better protect the users hand and wrist from damage. 
  Protects the character from attempts to disarm them, and 
  makes the Dagger much more effective defending against 
  swords and other melee weapons. 
  Double Disarm saves
  Collapsible Blade: The blade folds into the handle making 
  it more compact and easy to carry but no less deadly in 
  combat. The main advantage to collapsible blade is to 
  allow the dagger to be concealed much more easily. 
  Concealable Blade
  Curved Blade: The blade of the dagger is curved to be 
  more effective cutting. The blade is designed to be a 
  better slashing weapon then stabbing. 
  +3 Damage 
  Diamond Head: The head of the dagger is a diamond or 
  spade shape the allows the tip to infl ict a larger wound on 
  an opponent. 
  +3 Damage
  Double Edge: The dagger is sharpened on both sides 
  allowing the blade to get a edge on an opponent more 
  easily. 
  +1d6 Damage
  
  Zen and the Art of Mayhem
  Extended: The blade of the dagger is elongated to give 
  the weapon greater range. 
  Increase Range by 1
  Extra Sharp: The blade is able to be sharpened to a fi ne 
  cutting edge, and keep it. 
  +3 Damage
  Punch Handle: The dagger is designed to be used more 
  like brass knuckles, with the blade extending out from the 
  knuckles.
  Serrated Edge: The cutting edge is sheared with fi ne teeth 
  that rip through anything as the dagger is pulled out. 
  +1d6 Damage
  Side Blades: Near the hilt of the dagger are smaller 
  blades. They can be used to help catch enemyʼs blades 
  and disarm them. 
  Disarm attempt 
  Thin: The blade is slender, coming to a fi ne point, it is 
  designed to be a quick and agile trusting weapon, able to 
  slip into weak points, gaps, and openings in armor. 
  +3 to Hit
  Thrown: The dagger is weighted so it can be thrown 
  with great accuracy. The effective range is equal to the 
  characters Coordination, normal to hit and damage. At 
  twice Coordination range the to hit is reduced by two and 
  damage is halved.  
  Classic Daggers
  Bris-epee: The blade is long and slender, double edged, 
  and comes equipped with an armored pommel, and side 
  blades. Also known as the sword breaker, it was designed 
  to be used with the off hand, either to catch and defl ect 
  enemy blades, or to be used to strike throw an opening in 
  an opponents defense. 
  Dagger, Armored Pommel, Double Edge, Extended, Side 
  Blades, Thin
  Range Damage
  Advantage
  0-3
  2d6 
   
  +3 to Hit, Disarm 
  Commando Knife: Preferred by Special Forces units 
  this dagger is always handy in a pinch, or close quarters 
  combat. It is also weighted to be thrown when needed.  
  Dagger, Extra Sharp, Extended, Double Edge, Serrated 
  Edge, Thrown
  Range Damage
  Advantage
  0-3
  3d6+3  
  Thrown
  Dirk: Double edged, very sharp, broad headed dagger 
  popular with foot soldier. Often the weapon most 
  associated with the word dagger. It was used for 
  everything from cutting, chopping, to eating and combat.  
  Dagger, Extra Sharp, Double Edge
  Range Damage
  0-2
  2d6+3
  Stiletto: A long slender dagger designed to slip through 
  an opponents defenses. The stiletto is often viewed as 
  the blade of the assassin; easy to carry and conceal, 
  designed to be thrust into a victim, able to fi nd its way 
  past armor, and can be used to deliver poison for added 
  effect. 
  Dagger, Double Edge, Extended, Extra Sharp, Thin
  Range Damage
  Advantage
  0-3
  2d6+3  
  +3 to Hit
  Switchblade: Often concealed when the weapons are not 
  allowed to be carried out in the open. The switchblade is 
  able to be pulled out quickly and with a touch of a switch 
  the long slender blade reveals itself. 
  Dagger, Collapsible Blade, Double Edge, Extra Sharp 
  Range Damage
  Advantage
  0-2
  2d6+3  
  Collapsible 
  Throwing Dagger: Specially weighted daggers designed 
  to be thrown with great accuracy and small size so many 
  can be carried at once.
  Dagger, Extra Sharp, Double Edge, Thrown
  Range Damage
  Advantage
  0-2
  2d6+3  
  Thrown
  
  Zen and the Art of Mayhem
  Mace
  A heavy war club with a heavy metal head, that 
  could be spiked or fl anged, used to crush armor. Often 
  called morning star, or fl ail, even warhammers fall into this 
  classifi cation.  
  Type 
   
   
  Range Damage
  One Handed Mace
  0-2
  2d6
  Two Handed Mace 
  1-3
  3d6
  Mace Upgrade
  Chain Head: The metal head of the mace is attached to a 
  short chain. The chain not only gives the mace a greater 
  range, but also increased the velocity of the head and 
  results in more damage. 
  +1d6 Damage
  Extra Heavy: The head of the mass is made to be as 
  heavy and dense as possible, along the head to crush 
  even the thickest armor plating. 
  +1d6 Damage
  Flanged Head: The head of the mace is surrounded by 
  metal plates that give the mace an almost crown like look. 
  The fl anges increase the amount of contact and crushing 
  area of the mace.
  +1d6 Damage 
  Hammerhead: The head of the mace is shaped with to fl at 
  ends, focusing the impact into one small area. 
  +3 Damage
  Lightened: The mace is equipped with a light head to 
  make it much lighter and more agile on the battlefi eld, and 
  close quarter fi ghting. 
  +3 To Hit
  Long Handle: The handle is elongated to give the wielder 
  even more power with each swing and greater range. 
  +1d6 Damage
  Increase Range 1
  Spiked Head: The head of the mace is spiked to increase 
  its overall damage potential.
  +3 Damage
  Classic Maces
  Cavalry Mace: Light one-handed mace designed to be 
  fast an agile. The weapon can be passed from hand to 
  hand easily, also very handy in tight fi ghting conditions. 
  Flanged Head, Lightened
  Range Damage
  Advantage
  0-2
  3d6 
   
  +3 to Hit
  Flail: The chained head of the fl ail allows it great power 
  and speed when striking an opponent. Not very effective 
  when fi ghting near allies, but with the freedom to swing it 
  can easily strike down many opponents. 
  One Handed Mace, Chain Head, Extra Heavy, Spiked 
  Head
  Range Damage
  0-2
  4d6 
   
  Morning Star: The classic spiked mace, the head will 
  have a few large spikes, and a number of smaller spike 
  arranged around the head. Excellent for crushing and 
  possible penetrating armor. 
  Two Handed Mace, Extra Heavy, Long Handle, Spiked 
  Head
  Range Damage
  1-4
  5d6+3
  Two handed Mace: Popular foot soldier weapon the Two 
  handed mace can easily dismount a cavalry or send a 
  man off his feet.
  Two Handed Mace, Flanged Head, Extra Heavy, Long 
  Handle
  Range Damage
  1-4
  6d6 
   
  Warhammer: The warhammer is a very powerful weapon 
  on the battlefi eld. Even though it takes great strength 
  to wield, the weapon can deliver a heavy blow to an 
  opponent. 
  Two Handed Mace, Extra Heavy, Hammerhead, Long 
  Handle
  Range Damage
  4-4
  5d6+3
  
  Zen and the Art of Mayhem
  Pole Arms 
  The pole arm is designed to give the foot soldier 
  an advantage against cavalry and enemy formation. 
  Basically a blade at the end of a long shaft, it is very 
  effective in formation fi ghting, but becomes less useful 
  when the battlefi eld breaks down into close quarters 
  combat. Since the pole arm is designed to hit opponents 
  at longer range, when fi ghting in Range 1 they receive a 
  –3 to hit.
  Type  
   
   
  Range Damage
  Short 
   
   
  1-3
  3d6
  Long 
   
   
  2-4
  4d6
  Pole Arm Upgrades 
  Double Blade: A blade is extended out on both sides 
  of the shaft, making the weapon more effective against 
  opposing formations. 
  +1d6 Damage
  Extra Long Shaft: A pole arm are sometimes designed 
  to be as long as a man, but some men are longer then 
  others, so are some pole arms. These massive weapons 
  are intended to be the longest possible, allowing the 
  warrior to strike before his opponent can. 
  Increase Range by 2
  Extra Sharp: The blade itself is able to hold a very fi ne 
  edge, and keep it longer. 
  +3 Damage 
  Harden Blade: The Blade is made of the hardest materials 
  available. The blade is better able to infl ect deeper 
  wounds and penetrate armor. 
  +1d6 Damage
  Heavy Weight: The head of the pole arm is weighted to 
  proved extra power and damage. 
  +1d6 Damage
  Longer Blade: The blade is increased in size giving it a 
  longer cutting edge.
  +1d6 Damage 
  Long Shaft: The shaft is even longer, allowing the user to 
  increase the effective range of the pole arm. 
  Increase Range by 1
  Short Shaft: The shaft of the pole arm is reduced giving 
  the pole arm better control, and makes it more easy to 
  wield in close quarters melee. 
  No Negative to Range 1
  Thrown: The pole arm is weighted to be thrown long 
  distances at opponents. The pole arm can be thrown 
  Strength+Coordinationx2 in range, normal to hit and 
  damage. If the throw is over x2 to x3 in range –2 to hit 
  1/2 damage, x3 to x4 in range –4 to hit 1/2 damage. The 
  thrown spear can only travel Strength+Coordinationx2 
  in one action, so targets further away may not be where 
  the were when the weapon was thrown. Lastly for every 
  upgrade that increase the size of the pole arm reduce the 
  range by 3. 
  Throw Pole Arm 
  Trident Head: The head is designed with three sharp 
  prongs. These can be used to attack, and catch and 
  entangle opponentʼs weapons, making it possible to 
  disarm them. 
  Classic Pole Arms
  Pike: Carried by foot soldiers to defend against opposing 
  cavalry and formations, the pike is a very basic pole arm, 
  nothing fancy but still very effective. 
  Long Pole Arm, Long Blade
  Range Damage
  4-4
  5d6 
   
  Spear: Designed to be thrown or thrust into an opponent, 
  very basic, and very effective. 
  Short Pole Arm, Short Shaft, Thrown
  Range Damage
  Advantage
  1-3
  3d6 
   
  No Negative to Range 1, Thrown 
  Halberd: Not the longest pole arm, but very versatile on 
  the battlefi eld. The double-sided longer blade makes the 
  weapon very dangerous in the right hands.
  Short Pole Arm, Double Blade, Heavy Weight, Harden 
  Blade, Short Shaft
  Range Damage
  Advantage
  1-3
  6d6 
   
  No Negative to Range 1
  Pole Axe: Classic pole arm, the blade is very similar to an 
  axe. The longer shaft gives the pole axe a much greater 
  range then a standard axe. 
  Long Pole Arm, Heavy Weight, Longer Blade
  Range Damage
  2-4
  6d6 
   
  Lance: Not much then a extra long shaft, but when 
  wielded by cavalry it can deliver a powerful blow. 
  Long Pole Arm, Extra Long Shaft, Heavy Weight
  Range Damage
  2-6
  5d6 
   
  
  Zen and the Art of Mayhem
  Nagamaki: A type of yari with a short staff and long blade, 
  making it an effective hand-to-hand weapon even in close 
  quarters combat.
  Short Pole Arm, Extra Sharp, Harden Blade, Longer 
  Blade, Short Shaft
  Range Damage
  Advantage
  1-3
  5d6+3  
  No Negative to Range 1
  Yari: A cross between a sword and a pole arm, the yari 
  supports a long blade at the end of a long shaft. Designed 
  to give the foot soldier an advantage over cavalry units. 
  Long Pole Arm, Extra Sharp, Longer Blade, Harden Blade
  Range Damage 
  2-4
  6d6+3  
  Trident: The trident is often viewed as a weapon of the 
  sea, but it can be very useful on any battlefi eld. The three 
  prong head can be used to catch and disarm opponents, 
  and is weighted to be thrown. 
  Short Pole Arm, Thrown, Trident Head
  Range Damage
  Advantage
  1-3
  3d6 
   
  Thrown, Disarm
  Sword 
  The classic weapon, swords are often not just a 
  weapon, but also the symbol of the warrior. Too many the 
  sword is not just a weapon but also the heart of what they 
  are. An extension of themselves, worn not just for combat, 
  more as part of who they are. Swords come in many 
  different types; single edged or double, short or long, 
  designed for use with one hand or two. 
  Type 
   
   
  Range Damage
  Small Blade 
   
  0-2
  2d6
  Long Blade 
   
  1-3
  3d6
  Sword Upgrades
  Armored Pommel: The Pommel is increased in size 
  to better protect the swordsmen hand and wrist from 
  damage.  
  Double Disarm Saves
  Curved Blade: Popular with single edge swords, and 
  smaller one handed swords, and cavalry blades. The 
  curve allows for better cutting action, slash and gash, 
  infl ecting longer deeper cuts on an opponent. 
  +3 Damage
  Double Edge: The blade is sharpened on both sides 
  giving the sword greater versatility. The swordsmen is 
  able to slash an opponent on a offensive swing, or after 
  a defensive block. But the many use for a double edge 
  sword is a puncture weapon. 
  +1d6 Damage 
  Extended Grip: The grip is designed to be used with one 
  or two hands depending on the situation. Often called the 
  bastard grip, it allows the sword to be wielded one handed 
  for greater agility, or two handed for greater power.
  +3 to Hit
  +1d6 Damage 
  Extra Sharp: The sword can hold a fi ne edge allowing it to 
  cut deeper and keep its sharpness longer.
  +3 Damage
  Harden Blade: The blade of the sword is made to the 
  highest quality materials and is strong then typical forged 
  blade. Swords with harden blades are able to infl ect 
  deeper wounds and have a greater chance to penetrate 
  armor.
  +1d6 Damage
  Extended Blade: The swords blade is extended out giving 
  it greater range.
  +1 to Range
  Reduced Weight: The sword is designed to be light and 
  agile, allowing the user greater fl exibility and accuracy. 
  +3 to hit
  
  Zen and the Art of Mayhem
  Slender Blade: The long slender blade allows greater 
  manvureablity and agility. Allowing the blade to more 
  easily slip through an opponentʼs defense. 
  +3 to Hit 
  Two Handed Grip: The sword is designed to be wielded 
  by two hands, cleaving  through anything in its path. 
  +2d6 Damage
  Wave Blade: This blade style is rare, instead of being 
  straight it extends in a wave pattern giving the blade 
  greater cutting ability, leaving a victim with a jagged cut. 
  +1d6 Damage
  Classic Swords
  Bastard Sword: Popular long sword that could be wielded 
  one handed or two. Slighter longer then a standard long 
  sword, it was usually better crafted over all, using the 
  fi nest materials. 
  Long Blade, Double Edge, Extended Grip, Extended 
  Blade
  Range Damage
  Advantage
  1-4
  5d6 
   
  +3 to hit
  Cavalry Sword: Small curved sword designed to be 
  used on horseback, either against other cavalry or foot 
  soldier. The blade was kept small to make it easier for 
  the swordsmen to change targets in the chaos of a close 
  combat melee.
  Small Blade, Curved Blade, Harden Blade, Reduced 
  Weight
  Range Damage
  Advantage
  0-2
  3d6+3  
  +3 to Hit
  Claymore: Large and powerful two-handed sword favored 
  by the highlanders.
  Long Blade, Double Edge, Extended Blade, Two Handed 
  Grip, Hardened  
  Range Damage
  1-4
  7d6 
   
  Cutlass: Popular short sword which is commonly 
  associate with pirates do to the easy it can be wielded in 
  close quarters combat and below decks where space is at 
  a premium. 
  Small Blade, Armored Pommel, Curved Blade, Extra 
  Sharp, Harden Blade
  Range Damage
  Advantage
  0-2
  3d6+6  
  Protection From Disarm
  Katana: The blade of the Samurai, some call it the 
  ultimate sword of design and function. The blade is 
  slender, curved and made of the fi nest quality. The 
  handled is extended allowing for greater power and agility. 
  Long Blade, Curved, Extended Grip, Extra Sharp, Harden 
  Blade, Slender Blade
  Range Damage
  Advantage
  1-3
  5d6+6   
  +6 to hit 
  Long Sword: The sword of the knights, greater range and 
  power then the typical short sword. The blade would give 
  the knight a better chance of cutting throw the armor of his 
  opponent. 
  Long Blade, Double Edge
  Range Damage
  1-3
  4d6
  Rapier: Long slender sword designed for dueling, it is 
  quick and agile but less effective on an armored foe. It is 
  design to deliver its point hard into a foe. 
  Long Blade, Armored Pommel, Double Edge, Slender 
  Blade, Reduced Weight
  Range Damage
  Advantage
  1-3
  4d6  
   
  +6 to Hit 
  Scimitar: Popular curved sword that could easily be 
  wielded on horse back or on foot. The blade is wider then 
  most designs giving it great durability, a favorite slash and 
  gash weapon. 
  Long Blade, Curved Blade, Extended Grip
  Range Damage
  Advantage
  1-3
  4d6+3  
  +3 To Hit
  Short Sword: Classic foot soldier weapon, easy to carry 
  along with other weapons, and would be used when the 
  fi ght broke down to close in melee combat. The short 
  sword was not to effective against armor, but small 
  enough to fi nd weak points and unarmored areas of a foe. 
  Small Blade, Double Edge, Reduced Weight
  Range Damage
  Advantage
  0-2
  3d6 
   
  +3 to Hit
  
  Zen and the Art of Mayhem
  Other Weapons
  History is full of many weapon designs, some 
  basic in design and pretty much unchanging, others 
  made for both offensive and defensive purposes, some 
  are converted work tools adapted to the battlefi eld, while 
  others are a combination of weapon types into a truly 
  unique weapon. 
  Some weapon types already come with upgrades 
  built in, it is what they were designed for it makes them 
  what they are. They can be modifi ed with additional 
  upgrades, but those upgrades should not interfere with 
  the original intent of the weapon design. 
  Base Weapon 
  Small: The key factor to this weapon is speed. It is 
  designed to be fast and agile, easily used with one hand.
  Range Damage
  0-2
  1d6
  Large: The design of these weapons are a comprise of 
  speed and power. They are fairly agile, but not as quick 
  as smaller weapons. They can deliver a fair amount of 
  damage, more then smaller weapons, but not the same as 
  a two handed weapon. 
  Range Damage
  3-3
  2d6
  Two Handed : Power is the key, the weapon may not be 
  fast or agile, but if it hits watch out. 
  Range Damage
  1-3
  3d6
  Upgrades
  Armored: The weapon provides protection to the users 
  hands, making it harder for them to be disarmed. 
  Double Disarm Saves
  Chain Link: The weapon is connected with a link of chain 
  that allows it to gain great velocity in a short distance, 
  delivering more damage. 
  +1d6 Damage
  Compact: The weapon size is decreased to make it even 
  more fl exible and dangerous. 
  Weapon can be used in Range 0
  Counterstrike: The weapons main design is not offensive, 
  but defensive. It must be agile enough to switch from 
  defensive, to attack, with minimal effort. It is design to 
  block and then return a quick counterstrike. This upgrade 
  is for one handed weapons, usually lacking a cutting 
  edge, you donʼt want to accidentally cut yourself when 
  maneuvering from block to attack. 
  +4 to Defense Rolls
  +2 to Attack after successful block. 
  Cutting Edge: The weapon has a blade, making it easy to 
  ayhem
  Cutting Edge: The weapon has a blade, making it easy to 
  ayhem
  cut through fl esh and draw blood. 
  +1d6 Damage
  Elongated: The range of the weapon is greatly increased, 
  however this length is add with very fi ne wire, string, or 
  other thin very fl exible material. The weapon gains 3 
  Range but no increase in damage. 
  +3 Range
  Entangle: If the weapon has a long fl exible cord or chain 
  it is possible that the weapon can be used to entangle 
  a weapon or limb of an opponent. With a successful hit 
  the weapon will have a chance to entangle itself. The 
  opponent most make a coordination check to avoid being 
  caught. 
  Entangle a Weapon or Limb
  Extra Sharp: The cutting edge of the weapon is sharpened 
  to a fi ne blade. This upgrade, of course, can only be 
  applied to weapons with a cutting edge.
  +3 Damage for one handed weapons
  +1d6 Damage for two handed weapons 
  Harden: The weapon is made of the hardest most 
  advance materials available. Giving the weapon extra 
  strength and durability. 
  +1d6 Damage
  Increased Size: The weapons is larger in size then a 
  normal model, giving the weapon greater potential. 
  +1d6 Damage
  Increase Range By 1
  Lightened: The lightest materials available are used to 
  make the weapon even more quick and deadly. 
  +3 to Hit
  Skilled: All weapons become more effi cient and deadly 
  with skill. But some require great practice just to wield 
  properly. Weapons that are skilled require a skill to be 
  used properly and characters will receive a –3 to hit 
  without the proper skill.  
  Spiked: The weapons attack point is covered in spikes to 
  help increase its ability to deliver more damage.
  +3 Damage 
  Thrown: The hand weapon is weighted so it can be 
  thrown with great accuracy. The effective range is equal 
  to the characters Coordination, normal to hit and damage. 
  At twice Coordination range the to hit is reduced by two 
  and damage is halved. This upgrade is for one handed 
  weapons. Two handed weapons can be weighted to 
  be thrown, but the Strength will be used instead of 
  Coordination.   
  Throw Weapon
  
  Zen and the Art of Mayhem
  Thrust Tip: The tip of the weapon is designed to be thrust 
  into an opponent. Even if the weapon does not have a 
  cutting edge, it can be very deadly when used in a thrust.
  +1d6 Damage  
  Weapon Catch: Near the hilt of the weapon are small 
  extensions used to catch an opponentʼs weapon, and 
  possible disarm them. 
  Disarm attempt 
  Weapons
  Ball and Chain: Unlike the fl ail, the ball and chain has no 
  real handle, just a heavy ball attached to a long chain. It 
  can be swung around gaining great velocity and could be 
  used to smash into armor, entangle an opponent, or even 
  thrown across the battlefi eld. 
  Large, Chain Link, Entangle, Increased Size, Thrown
  Type 
   
  Range Damage
  Advantage
  Ball and Chain 1-4
  4d6 
   
  Thrown
   
   
   
   
   
  Entangle
  Bola: A bola is three small balls connected by a chain. It is 
  thrown at an opponent to entangle limbs. 
  Small, Chain Link, Entangle, Skilled, Thrown
  Type 
   
  Range Damage
  Advantage
  Bola 
   
  0-2
  2d6 
   
  Thrown
  Entangle
  Boomerang: The boomerang is a classic throwing 
  weapon, able to be whipped across the battlefi eld, and 
  return to the thrower if it fails to connect with a target. 
  It can also be used in close combat as a hand weapon 
  when needed. 
  Small, Lightened, Skilled, Thrown
  Type 
   
  Range Damage
  Advantage
  Boomerang
  0-2
  1d6 
   
  Thrown
  Brass Knuckles: The punch is always dangerous in 
  combat, but add in some metal and the damage can be 
  even more deadly. 
  Small, Harden
  Type 
   
   
  Range Damage
  Brass Knuckles 
   
  0-2
  1d6
  Chain: The chain is a simple weapon but it can deliver 
  a good deal of damage in close quarters combat. The 
  chains main advantage is itʼs ability to wrap around a 
  block and hit an opponent, and entangle itself around a 
  foes weapon or limb.
  Large, Chain Link, Compact, Entangle
  Type 
   
  Range Damage
  Advantage
  Chain      
  0-3
  2d6 
   
  Entangle
  Clawed Gauntlet: An armored glove equipped with sharp 
  claws. In close combat fi ghting it is like having a fi st of 
  daggers slashing at an opponent. 
  Small, Armored, Cutting Edge, Extra Sharp
  Type 
   
   
  Range Damage  Advantage
  Clawed Gauntlet
  0-2
  2d6+3    Armored
  Fan: A normal fan is not a weapon, but when the spines 
  are replaced with thin metal needles, it can not only 
  defend, but the sharp tips can puncture or slash at an 
  opponent in a counterstrike. 
  Small, Counterstrike, Lightened, Skilled, Spiked
  Type 
   
  Range Damage
  Advantage
  Fans 
   
  0-2
  2d6 
   
  Counterstrike
  Gauntlet: The gauntlet is more of a defensive weapon 
  providing protection to the hand, wrist, and lower arm. But 
  it should never be overlooked in combat, giving a punch 
  an added force. 
  Small, Armored, Harden
  Type 
   
  Range Damage
  Advantage
  Gauntlet
  0-2
  +2d6 to Punch Armored
  Jutte: Small metal fi ghting stick with one side equipped 
  with a weapons catch to disarm opponents. Not a 
  powerful weapon on the battlefi eld, but it can be extremely 
  useful in skilled hands. 
  Small, Counterstrike, Skilled, Thrust Tip, Weapons Catch
  Type
  Range Damage
  Advantage
  Jutte 
  0-3
  2d6 
   
  Counterstrike, Disarm
  Kama: The kama is a converted farming tool, perfectly 
  adapted for close in fi ghting. The sickle style cutting edge 
  makes it a very effective slash and gash weapon. 
  Small, Cutting Edge, Extra Sharp, Lightened
  Type 
   
  Range Damage
  Advantage
  Kama  
  0-2
  2d6+3  
  +3 to Hit
  Kusarigama: A combination weapon, the Kusarigama is 
  basically a kama, with an attached chain, and a weighted 
  spike at the end. Hard to manage, in the hands of a skilled 
  warrior it can be quite effective.
  Small, Chain Link, Cutting Edge, Entangle, Extra Sharp, 
  Skilled, Weapons Catch
  Type 
   
  Range Damage
  Advantage
  Kusarigama 
  0-3
  3d6+3  
  Entangle
  
  Zen and the Art of Mayhem
  Manriki Gusari: A small length of chain weighted on 
  both ends. It can be used in a number of different ways, 
  wrapped around a fi st, swung at an opponent, or to 
  entangling a weapon or limb.
  Small, Chain Link, Entangle, Counterstrike, Skilled, 
  Weapons Catch
  Type 
   
  Range Damage
  Advantage
  Manriki Gusari 0-3
  2d6 
   
  Counterstrike 
   
   
   
   
   
  Entangle
  Nunchaku: The two small sticks connected by a small 
  chain was originally a farming tool to beat seeds out of 
  grains. But it was soon seen as a useful weapon in the 
  right hands. The chain allowed for great speed and power 
  with a swing.
  Large, Chain Link, Compact, Skilled, Weapons Catch
  Type 
   
  Range Damage
  Advantage
  Nunchaku   
  0-3
  3d6 
   
  Disarm
  Quarter Staff: Also called a Bo Staff, this is basically a 
  smaller staff favored do to its agility over range. 
  Two Handed, Lightened 
  Type 
   
  Range Damage
  Advantage 
  Quarter Staff
  1-3
  3d6 
   
  +3 to Hit
  Sai: Looking like a large dagger, the sai has no cutting 
  edge, just a long slender cone for thrusting. The hilt is 
  designed to catch and disarm opponentʼs weapons. But 
  the key to the sai is its defensive and counterstrike ability. 
  Large, Compact, Counterstrike, Thrust Tip, Thrown, 
  Skilled, Weapons Catch
  Type 
   
  Range Damage
  Advantage
  Sai 
   
  0-3
  3d6 
   
  Counterstrike
   
   
   
   
   
  Thrown, Disarm
  Shuriken: The shuriken, or throwing star, is weighted so 
  it can be thrown with great accuracy. The effective range 
  is equal to the characters Coordination, normal to hit and 
  damage. At twice Coordination range the to hit is reduced 
  by two and damage is halved.
  Small, Cutting Edge, Extra Sharp, Thrown 
  Type 
   
  Range Damage
  Advantage
  Shuriken
  0-2
  2d6 +3  
  Thrown
  Staff: The staff is a classic weapon, one of the earliest 
  used by man, and never abandoned because of its 
  easy to make and use. Nothing more then a length of 
  wood anywhere between half, to the height of a man, 
  sometimes even a little longer. 
  Two Handed, Increase Size
  Type 
   
   
  Range Damage
  Staff 
   
   
  1-4
  4d6
  Tiger Claw: The tiger claw is a dangerous weapon, two to 
  three claws are anchored to the characters forearm and 
  extend out past the hand. The blades carry a sharp edge, 
  and are spaced to be able to catch and disarm opponents. 
  Large, Compact, Cutting Edge, Extra Sharp, Weapons 
  Catch
  Type 
   
  Range Damage
  Advantage
  Tiger Claw
  0-3
  3d6+3  
  Disarm
  Tonfa: The tonfa is part of the evolution of the fi ghting 
  stick. A 90 degree handle, 2/3rd of the way up the weapon, 
  is added to allow the weapon to switch from defense to 
  offense and back with the fl ick of the wrist. 
  Large, Counterstrike, Compact, Thrust Tip
  Type 
   
  Range Damage
  Advantage
  Tonfa    
   
  0-3
  3d6 
   
  Counterstrike
  Tri-chucks: Tri-chucks or three section staff is a very 
  diffi cult weapon to master, but in the hands of a skilled 
  warrior truly deadly. The design to only gives the user 
  great range and power, but the chain often allowed the 
  weapon to reach around a block and hit the target. 
  Two handed, Chain Link, Increased Size, Skilled, 
  Weapons Catch
  Type 
   
  Range Damage
  Advantage
  Tri-chucks
  1-4
  5d6 
   
  Disarm
  War Kendoma: A kendoma is normally a childʼs toy, it is 
  a small hammer like object with a spike on the top, and 
  a small ball attached by a string. The hammer ends are 
  rounded to catch the ball, and the ball has a small hole to 
  allow it to be caught on the spike. The War Kendoma is a 
  larger version, very diffi cult to use, but in the hands of a 
  master a very dangerous weapon. 
  Small, Chain Link, Counterstrike, Entangled, Spiked, 
  Skilled, Weapons Catch
  Type 
   
  Range Damage
  Advantage 
  War Kendoma
  0-2
  2d6+3            Counterstrike 
          Entangle, Disarm
  Whip: The whip can be a very versatile weapon, not really 
  designed to be a killing weapon its main use is to entangle 
  an opponents weapon or limb.
  Compact, Entangle, Elongated, Skilled 
  Type 
   
   
  Range Damage
  Whip              
   
  1-4
  1d6
  
  Zen and the Art of Mayhem
  Yoyo: Not your typical battlefi eld weapon, the yoyo can be 
  used by a skilled warrior was a very dangerous weapon. 
  The increased range and entangling ability can come in 
  very handy.  
  Compact, Entangle, Elongated, Weapons Catch, Skilled
  Type 
   
   
  Range Damage
  Yoyo              
   
  1-4
  2d6
  Non Weapon Damages Range Damage
  Chop Sticks 
   
  0-2
  2
  Chair              
   
  1-3
  2d6
  Pen/Pencil 
   
  0-2
  2
  Butter Knife 
   
  0-2
  1d6
  Umbrella 
   
  1-3
  2d6
  Mammoth Weapons 
  These weapons are not easy to master and only 
  a select few can wield them without plenty. Any character 
  purchasing the Minor Talent Mammoth Weapon can pick 
  one type of Mammoth Weapon to wield without any ill 
  effect. Others who do not have this talent and try to wield 
  these weapons will receive a –5 to hit and will not be able 
  to use any bonus abilities in the slots. Do to the weapons 
  larger size each does more damage then their smaller 
  counter part, they also have an increased range, allowing 
  the wielder to hit an opponent 1 range further then the 
  normal versions range. Each mammoth weapon also 
  has 3 slots where bonus abilities can be added, allowing 
  customization.  
  Mammoth Hand Weapons
  Range Damage
  Mammoth Axe  
   
  1-4
  6d6 
  Mammoth Boomerang  
  1-3
  4d6  
  Mammoth Claw 
   
   
  1-4
  5d6 
  Mammoth Club  
   
  1-4
  7d6 
  Mammoth Mace 
   
   
  1-4
  7d6
  Mammoth Shuriken 
   
  1-3
  4d6 
  Mammoth Sword 
   
  1-5
  8d6  
  Bonus Abilities 
  Block: The weapon can be used to block a powerful 
  blow, absorbing much of the damage. If the character 
  wishes they may activate the block and double their DAN. 
  However they must sacrifi ce their next action to do so. 
  Cleave: The weapon can be used to cut through objects 
  like a hot knife through butter. All DAN is halved allowing 
  the weapon to deliver more damage to armored foes, or 
  cut through walls, trees, and other objects much more 
  easily. 
  Defl ect: The weapon can be used to defl ect or bat aside 
  powerful ranged attacks. If the character wishes to use 
  defl ect they must sacrifi ce their next action. +8 to the 
  characters defense roll, and if they win the roll off the 
  attack is defl ected away, even area effect attacks.
  Henshin (change): The weapon can shift between two 
  states. The two states can be different from each other 
  and is activated by the character through a movement, 
  voice command, etc… The mammoth weapon could be 
  disguised  as a small version, doing the same damage as 
  that version until the Henshin is activated and the weapon 
  becomes mammoth and gains all itʼs abilities. The weapon 
  could also shift between two mammoth weapons like a 
  sword or axe.  
  Mystic or Psionic Ability: The mammoth weapon is 
  imbedded with a mystic or psi ability that can be activated 
  by the user. This ability should be talked over with the 
  Architect and given the character an advantage, but not 
  necessarily combat oriented, like sight beyond sight.  
  Plus to Damage: Being a mammoth weapon it is only right 
  that the weapon is able to do a great amount of damage. 
  For each plus to damage purchased the weapon will do 
  +8 points of damage. 
  Plus to Hit: The secret to a truly great weapon is not only 
  being able to do massive amounts of damage, but to 
  make it agile enough to hit accurately. If you canʼt hit your 
  opponent the damage doesnʼt mean much. The weapon 
  receives +4 to hit. 
  Ranged Attack: The weapon can fi re off a power blast that 
  can extend itself 4 times the normal range of the weapon. 
  This strike is rolled as normal and damage is the same as 
  a normal strike. The Ranged Attack bonus cost two slots, 
  meaning a weapon can only have this ability once.
  Throw: The character can throw the weapon with the 
  same accuracy and damage as a normal strike. The range 
  is equal to the characters Str+Coord, and if the throw 
  misses the target it will return to the character. 
  X Damage: Being a mammoth weapon it is only fi tting 
  that it is capable of doing mammoth damage. With X 
  Damage the weapon damage is doubled every hit. But the 
  X Damage bonus cost two slots, meaning a weapon can 
  only have this ability once.
  Xtend: Mammoth weapons are already fairly large 
  allowing the character to hit opponents with greater range, 
  with Xtend the mammoth weapon can expanded out to an 
  additional range of 2 when needed.
  
  Zen and the Art of Mayhem
  Other Mammoth Weapons
  Other weapons and objects can be upgrade to 
  mammoth status. The general guideline is to take the 
  largest version listed and add a 1d6 to the damage. If the 
  weapon is normally very small, 2d6 can be added. The 
  weapon will still gain 1 range and still have 3 slots for 
  bonuses. 
  Bows, Crossbows, Arrows, and 
  Quarrels
  While guns may be easier to wield in combat the 
  bow and crossbow have their own advantages that make 
  them a favorite of some warriors. There are essentially 
  two parts to these weapons; the fi ring apparatus, the 
  bow or crossbow, and the projectile it fi res. Each plays 
  an important part, giving the user advantages. Typically a 
  character will pick a bow or crossbow type that fi ts there 
  primary needs, but use a number of different arrow types 
  depending on the situation. 
  Bows
  Bows have a distinct advantage of being very 
  versatile in combat, being able to be used a number 
  of different ways, from rapid shots to carefully aimed 
  shots. The bow can be fi red quickly by sacrifi cing power. 
  The character can fi re a second shot after the 1st if they 
  sacrifi ced the + to damage of the bow. 
  Bow Types
  Compound Bow: This design allows the bow to generate 
  greater force in a smaller size. Compound Bows uses a 
  system of pulleys to generate the force allowing an arrow 
  to fl y fast and true at longer ranges.
  Range   
  +to Damage
  Str+Coord
  +4d6 
   
  Str+Coordx2
  +3d6
  Str+Coordx4
  +2d6
  Str+Coordx8
  +1d6
  Str+Coordx12
  Effective Range
  Longbow: Also referred to as the military bow, typically 
  as tall as the archers themselves. It is designed to fi re an 
  arrow unaimed long distances, most effective when a rank 
  of archers rain arrows on the opposing force. However 
  a trained archer can use the long bow to hit targets at 
  great range and force. Do to its size the archer most be 
  standing still, feet fi rmly planted, to use it. 
  Range   
  +to Damage
  Str+Coordx2
  +3d6
  Str+Coordx4
  +2d6
  Str+Coordx8
  +1d6
  Str+Coordx16
  Effective Range
  Recurve Bow: The end of the tips of these popular bows 
  ayhem
  Recurve Bow: The end of the tips of these popular bows 
  ayhem
  curve away from the archer. These small curves allow the 
  bow to generate a greater amount of force, and be highly 
  accurate. 
  Range   
  +to Damage
  Str+Coord
  +3d6
  Str+Coordx2
  +2d6
  Str+Coordx3
  +1d6
  Str+Coord
  Effective Range
  Refl ex Bow: This bow is all about power and range. When 
  unstrung it looks like a C away from the archery, when 
  strung it looks allot like the recurve bow. The extra energy 
  allows the arrow to travel great distance. 
  Range   
  +to Damage
  Str+Coord
  4d6
  Str+Coordx2
  3d6
  Str+Coordx3
  2d6
  Str+Coordx4
  1d6
  Str+Coordx8
  Effective Range
  Short Bow: These are small bows originally designed 
  to be used hunting. They are unable to generate great 
  force, which does decrease the effective range of the 
  bow. However the smaller size does allow the bow to 
  be fi red quicker, and it can be wielded while running, on 
  horseback, or other moving vehicles. 
  Range   
  +to Damage
  Str+Coord
  +2d6 
   
  Str+Coordx2
  +1d6 
   
  Str+Coordx3
  Effective Range
  Crossbows 
  The crossbow is often used as a replacement of 
  the bow, it can be cocked and aimed more easily without 
  the strain of holding back the string. Although it can be 
  allot slower on the reload. A normal crossbow can only be 
  fi red once every other turn, it takes one action to load, and 
  one action to fi re. 
  Compact Crossbow: Small crossbow designed to be 
  aimed and fi red one handed. Not having a great range it 
  can still be very deadly. The compact crossbow fi res the 
  smaller quarrels instead of arrows. 
  Range   
  +to Damage
  Coord  
  3d6
  Coordx2
  2d6
  Coordx4
  1d6
  Coordx8
  Effective Range
  
  Zen and the Art of Mayhem
  Heavy Crossbow: Also known as the military crossbow, 
  this large crossbow can be fi red easily over great 
  distances. 
  Range   
  +to Damage
  Coordx2
  4d6
  Coordx4
  3d6
  Coordx8
  2d6
  Coordx16
  Effective Range
  Hunting Crossbow: This light crossbow is designed to be 
  fast off the draw, easily carried and fi red even in a dense 
  forest. The hunting crossbow is a comprise between 
  power and size.
  Range   
  +to Damage
  Coord   
  4d6
  Coordx2
  3d6
  Coordx4
  2d6
  Coordx8
  Effective Range 
  Sniper Crossbow: Almost the size of a man, the sniper 
  crossbow is also referred to as the mini-ballista. Using a 
  pulley system, like the compound bow, it can fi re a shot 
  over an enormous distance and with great force. 
  Range   
  +to Damage
  Coordx4
  4d6
  Coordx8
  3d6
  Coordx16
  2d6
  Coordx32
  Effective Range
  Wrist Crossbow: Small and compact the wrist crossbow 
  does not have much power or range, but it can come in 
  handy in close quarters combat. The wrist crossbow uses 
  the smaller quarrels instead of arrows.
  Range   
  +to Damage
  Coord  
  2d6
  Coordx2
  1d6
  Coordx3
  Effective Range
  Crossbow Upgrade
  Double Shot: The crossbow is designed to fi re two arrows 
  at the same time instead of just one. 
  Automatic Reload: The crossbow is designed to be 
  quickly reloaded with a clip of prepared arrows. However 
  the more arrows the clip can hold the more unwieldy the 
  crossbow becomes. –2 to hit for every 4 arrows. 
  Fast Reload: The crossbow has a smooth crank system 
  for the quickest possible reload time. Crossbows with fast 
  reloads can be fi red every turn. 
  Arrows and Quarrels
  Arrows, and its smaller cousin the quarrel, are 
  very simple in design, a long shaft with a notch, and 
  fl etching on one end, and a tip on the other. Many archers 
  will prefer to carry a variety of arrows allowing them to 
  deal with different situations. 
  Type 
   
  Damage
  Arrow             
  2d6 
  Quarrel 
   
  1d6
  Arrow and Quarrel Upgrades
  Broad head: The arrow has a large head with very sharp 
  edges, designed to cause a very large wound. 
  +1d6 Damage 
  Explosive Head: A very powerful arrow head, but very 
  hard to wield and use. Often these specialty will be carried 
  in small numbers and only pulled out when needed. 
  Carrying a whole quiver full can be very deadly, to the 
  archers themselves. 
  +3d6 Damage
  Flare Arrow: The shock of being fi red from the bow sets 
  off a chemical reaction that causes the arrowhead to heat 
  up and emit light.
  +1d6 Damage, illuminates, can start fi res 
  Improved Fletching: The fl etching are the small feathers 
  at the end of the arrow that guides the arrow to its target. 
  The arrow gains +2 to hit with the improved fl etching.
  +2 to Hit
  Improved Shaft: The shaft of the arrow is designed to take 
  the stress of being fi red smoothly, allowing the arrow to 
  deliver more of the force.
  +1d6 Damage
  Solid Tip: The tip is made of a dense metal and sharp 
  point, designed to cut through armor. 
  1/2 DAN
  Trick Arrows 
  Arrows can be modifi ed in many ways to deliver 
  specialized heads. Smoke heads that leave a trail of 
  dense smoke or even tear gas. Poison tips that can knock 
  out an opponent if it breaks the skin. Cable arrows that 
  will leave a small cable out the shaft, and a grappling 
  hook head. Electric shock tip, possibly a net, magic 
  spells, etc… What trick arrows a character can wield is 
  up to what tech is available, and what the character and 
  Architect agree too.  
  
  Zen and the Art of Mayhem
  Guns, Rifl es, Automatics, and Really 
  Big Firearms
  Once introduced the fi rearm became a powerful 
  weapon on the battlefi eld. Firearms are designed to fi ll 
  multiple roles from personal side arms up to machine 
  cannons and rail guns. Since their introduction as simple 
  single shot weapons with limited range, they have been 
  improved time and time again. Rifl ing improving range, 
  cartridges allowing for repeat fi ring, automatic reloading 
  and fi ring, etc… 
  Tech levels play a major factor in the development 
  of fi rearms. Each tech level improving the capabilities of 
  current fi rearms, and even developing new ones. 
  Tech Level 3: Gunpowder is developed and used mostly 
  for artillery cannons; a hand held cannon is developed for 
  infantry however its usefulness is limited. 
  Tech Level 4: The next stage in fi rearm development 
  is Single-Shot Hand loaded Flintlock Muskets, Pistols, 
  and Blunderbussʼ. Some double-barreled designs are 
  developed but still need to be reloaded slowly. 
  Tech Level 5: Leads off with the introduction of rifl ing 
  and standardized manufacturing. Simple Cartridges are 
  developed along with a small number of calibers.  Later 
  improvements lead to revolver and bolt-action systems.  
  Tech Level 6: Advancements in designs lead to larger clip 
  systems that feed the fi rearms. Then semi-automatic and 
  automatic fi re is developed, and ammo types increase 
  greatly.
  Tech Level 7: Firearms improve with even higher rates 
  of fi re, and compact ammo allowing even more shots to 
  be held in a single weapon. Magnetic gun are developed 
  which use magnetism to fi re the rounds instead of 
  chemical reaction.  
  Tech Level 8: Many new types of fi rearms are introduced, 
  some developed in the previous tech levels but improved, 
  including micro missiles, and magnetic guns. Energy 
  weapons are developed including continuous beam 
  weapons, and blasters 
  Tech Level 9: At this tech level weapons are extremely 
  powerful with practically endless ammo supply.
  Ammo
  Of course the part of the fi rearm that deliveries 
  the damage is the ammo. The different sizes and yield will 
  effect the amount of damage done. Early fi rearm designs 
  whether they are slug throwers or energy weapons always 
  have a limited number of shots. As the weapon designs 
  increase so does the amount of ammo the weapon can 
  carry and fi re.   
  Heavy Weapons Rounds 
  These are large rounds that are developed for use 
  against vehicles, fortifi cations, and other large objects, 
  but are still very effective against personnel. Typically it 
  is not the overall size of the ammo that makes the heavy 
  weapons dangerous but the amount of rounds it is able to 
  fi re at once.   
  Small Caliber 
   
  1d10
  Medium Caliber 
   
  1d10+3
  Large Caliber 
   
  2d10
  Mega Caliber 
   
  3d10
  Upgrades
  Armor Piercing (AP): These rounds are made of a higher 
  grade metal designed to keep its shape when fi red. This 
  allows the round to penetrate armor more easily, but does 
  not create as large of wound. 
  1/2 DAN
  Hallow Point (HP): The round is designed to expand to a 
  greater size after leaving the barrel of the weapon. When 
  striking a target it creates an even larger wound. However 
  the over all effective range is reduced do to the less then 
  aerodynamic shape of the round and its tendency to 
  tumble in unpredictable ways. 
  +1d10 Reduce Range by 10
  High Explosive (HE): These rounds have a small amount 
  of explosives and a fuse in the center. When the bullet hits 
  the force of the impact sets off the explosive to fragment 
  the round. 
  +1d10 Damage
  High Explosive Armor Piercing (HEAP): Combining the 
  high explosive head inside a armor piercing shell. The 
  fuse is set with a delay to allow the round to penetrate the 
  armor before exploding. 
  1/2 DAN, +1d10 Damage
  High Explosive Shaped Head (HESH): This next step in 
  armor piercing rounds, the HESH is armed with shape 
  charge that is designed to spend a shockwave through 
  the armor itself. 
  1/2 DAN, +2d10 Damage
  
  Zen and the Art of Mayhem
  Mag Slug Rounds 
  These are slugs fi red out of the weapon with the 
  power of magnetism instead of a chemical reaction. The 
  rounds will be packed in a clip along with the power for 
  the magnetic launch system whether it is coil based or rail 
  based. 
  Upgrades
  Armor Piercing:
  Explosive:
  Micro Missiles
  These micro missiles are equipped with self-
  guidance systems, allowing them to lock on a target 
  and adjust their trajectory. They then are equipped with 
  explosive heads, delivering a large amount of damage to 
  a target. 
  Micro Missile
  3d10
  Upgrades
  Area Effect: 
  Proxy Charge:
  Fragmentation: 
  Guided:
  Pistol Rounds
  These are self-contained cartridges that hold the 
  shell, gunpowder, and igniter. Overtime many different 
  calibers are developed. However it really comes down to 
  the over all size of the shot and how much force can be 
  used to fi re it off. 
  Micro Caliber
  1d6
  Small Caliber
  2d6
  Large Caliber
  3d6
  Upgrades
  Armor Piercing (AP): These rounds are made of a higher 
  grade metal designed to keep its shape when fi red. This 
  allows the round to penetrate armor more easily, but does 
  not create as large of wound. 
  1/2 DAN
  Hallow Point (HP): The round is designed to expand to a 
  greater size after leaving the barrel of the weapon. When 
  striking a target it creates an even larger wound. However 
  the over all effective range is reduced do to the less then 
  aerodynamic shape of the round and its tendency to 
  tumble in unpredictable ways. 
  +1d6 Reduce range by 5
  High Explosive (HE): These rounds have a small amount 
  of explosives and a fuse in the center. When the bullet hits 
  the force of the impact sets off the explosive to fragment 
  the round. 
  +1d6 Damage
  Hyper Velocity (H/V): These rounds used a very tightly 
  packed explosive charge to fi re the slug out of the pistol at 
  even greater velocity then the magnum. The H/V round is 
  high tech development. 
  +2d6 Damage
  Power Cells 
  These systems are a cross between a battery 
  system and amplifi er, used as the ammo for energy 
  weapons. Early designs were big and bulky often carried 
  or worn on the back, with cable system attaching to the 
  weapon. Later models had the size greatly reduced, and 
  then even later the pack would be attached directly to the 
  weapon. 
  Compact: These are small power cells, used in weapons 
  that are easily concealed or even built into items. They do 
  not hold much of a charge, usually just enough for a few 
  quick shots. 
  Power 6
  Medium: Typical power cell for most handheld beam or 
  blaster weapons. The power cell is a comprise of size and 
  power, enough power to give the weapons a good number 
  of shots, but not too large to unbalance the weapon. 
  Power 12
  Large: These power cells are designed for rifl es and 
  heavy weapons. Giving the weapon plenty of power to 
  draw from. 
  Power 24
  Back Pack: Large power cells designed to give weapons 
  as much power as possible. They maybe large, heavy, 
  and hard to mange. However, they do give beam and 
  blaster weapons plenty of power to draw from.
  Power 50
  Upgrades
  Primitive: Not really an upgrade, these are the fi rst 
  generation power cells. Larger, and do not carry much 
  of a charge, but they maybe all that is available, which 
  means they are better then nothing. 
  1/2 Charge
  Quick Recharge: The power cell is based on a chemical 
  reaction to generate its power. By introducing a chemical 
  into the power cell the energy pack can be recharged in a 
  single action. 
  Full Recharge in 1 Action
  
  Zen and the Art of Mayhem
  Regeneration: The power cell is able to recharge its power 
  over time. During combat this regeneration is almost no 
  excitant, but over time the power cell will recharge itself. 
  Recharge 1 Point Per Action
  Maximum Charge: The energy pack is built to hold as 
  much power as possible.
  X2 Energy 
  Rifl e Rounds
  Much the same as the pistol round, just much 
  larger and allowing the larger round to be fi red at much 
  further range. 
  Small Caliber 
   
  1d10
  Medium Caliber 
   
  1d10+3
  Large Caliber 
   
  2d10
  Mega Caliber 
   
  3d10
  Upgrades
  Armor Piercing (AP): These rounds are made of a higher 
  grade metal designed to keep its shape when fi red. This 
  allows the round to penetrate armor more easily, but does 
  not create as large of wound. 
  1/2 DAN
  Hallow Point (HP): The round is designed to expand to a 
  greater size after leaving the barrel of the weapon. When 
  striking a target it creates an even larger wound. However 
  the over all effective range is reduced do to the less then 
  aerodynamic shape of the round and its tendency to 
  tumble in unpredictable ways. 
  +1d10 Reduce Range by 10
  High Explosive (HE): These rounds have a small amount 
  of explosives and a fuse in the center. When the bullet hits 
  the force of the impact sets off the explosive to fragment 
  the round. 
  +1d10 Damage
  High Explosive Armor Piercing (HEAP): Combining the 
  high explosive head inside a armor piercing shell. The 
  fuse is set with a delay to allow the round to penetrate the 
  armor before exploding. 
  1/2 DAN, +1d10 Damage
  High Explosive Shaped Head (HESH): This next step in 
  armor piercing rounds, the HESH is designed to spends a 
  shockwave through the armor itself. 
  1/2 DAN +2d10 Damage
  Shot 
  This is the type of ammo for early fi rearms, 
  typically round metal balls that are packed down the 
  barrel. Shots come in two types small and large, small 
  meant for pistols, and large used in muskets, however it 
  was common for pistols to use the larger shot as well. 
  Small Shot
  2d6
  Large Shot
  3d6
  Shotgun Shell
  These shells typically do not normally fi re a single 
  shot, but a number of smaller rounds that spread out once 
  fi red, hitting a larger area. Or one very large short range 
  shell. 
  Upgrade
  Side Arms 
  They go by many names, handguns, pistols, 
  revolver, six-shooter, and derringer. Side arms are 
  designed for fi ring with a single hand, and easily carried at 
  ones side, or even to be concealed.
   All side arms have an effective range; this is the 
  range the weapon will have no negative to hit. The ammo 
  will travel much further but it becomes more diffi cult to hit 
  targets the longer the range. The side arm will receive a 
  –3 for each doubling of range.
  Effective Range 
  Normal
  Effective Rangex2
  -3
  Effective Rangex3
  -6
  Effective Rangex4
  -9
  Flintlock: This pistol is very basic, and for itʼs time was 
  a very effective fi rearm. The weapon had a very limited 
  range; a shot would easily stray off target in just a few 
  meters. However at close range it was still very deadly. 
  Double-barreled versions were also developed to give the 
  user two chances to hit their target. Flintlocks can only be 
  upgraded with Longer Barrel Superior Craftsmanship, and 
  Well Balanced. Reloading a single barrel takes 3 actions 
  to complete. 
  Effective Range 
  10
  Ammo Type 
   
  Shot
  Rounds 
   
   
  1 per barrel
  
  Zen and the Art of Mayhem
  Revolver: A spinning cylinder allowed six shots to 
  be delivered without reloading. The rifl ed barrel also 
  increased the effective range of the weapon greatly. Early 
  models used shot, later models moved to cartridges. 
  The revolver quickly became a very reliable and durable 
  fi rearm, with almost no chance of a miss fi re or lock up. 
  Revolvers can fi re one round per action. Prepared quick-
  loads can be used to reload the gun in one action, or 3 
  rounds per action can be reloaded by hand. If the revolver 
  is using shot it takes 3 actions to reload a single chamber.
  Effective Range 
   
  20
  Ammo Type 
   
  Shot, Pistol Rounds
  Rounds 
   
   
  6
  Automatic: The automatic pistol uses the gas in the 
  chamber to eject the spent casing, and load the next 
  round in place for fi ring. At fi rst these systems were not 
  always reliable and could lock up or jam (Roll of a 1 or 
  2). Later models improved the system greatly and would 
  only jam occasionally (Roll of a 1). Automatics can fi re 1 
  round per action. Empty clips of ammo can be ejected and 
  replaced in a single action. 
  Effective Range 
   
  30
  Ammo Type 
   
  Pistol Rounds
  Rounds 
   
   
  6 to 8
  Full Automatic: With a single squeeze of the trigger a 
  number of rounds can be fi red at once. As long as the 
  trigger is held down the weapon will fi re off as many 
  rounds as it can, the rate of fi re will depend on how well 
  constructed the side arm is. The weapon will jam on 
  occasion (Roll of a 1). Empty clips can be ejected and 
  replaced in a single action.  
  Effective Range 
   
  30
  Ammo Type 
   
  Pistol Rounds
  Rounds 
   
   
  10 to 14
  Side Arm Upgrades
  Compact Size: The Side arm is designed to be as small 
  as possible to make it easy to carry and conceal. Do to 
  the small size the over all range is effected, reducing 
  it by 5, and limits the size of the clip that can be used. 
  Maximum of 10 rounds can be fi tted into a compact side 
  arm.
  Concealable, Max 10 Rounds
  Improved Sights: The pistol is equipped with the most 
  advanced sights possible, making it much faster to aim 
  and fi re. 
  +2 to Hit
  Increased Clip: Once introduced the clip became a very 
  popular way to load and reload guns. Overtime design 
  improved allowing for even more ammunition to be 
  packed into a clip. Clips can be increased to carry 4 more 
  rounds for each upgrade. However the more rounds that 
  are added effect the handling of the side arm, for every 
  upgrade after the 1st reduce the accuracy of the gun by 2.
  +4 Rounds per Upgrade
  -2 to hit for each upgrade after the 1st
  Longer Barrel: The longer barrel allows the round more 
  time with the round to travel through the rifl ing of the 
  barrel to increase the accuracy of the shot. The longer 
  barrel however does increase the size of the side arm and 
  makes it harder to conceal. 
  Increase Range by 10
  +1 to Hit  
  Magnum: The magnum round is packed with more 
  gunpowder to increase the velocity of the projectile. The 
  magnum ammo is larger then standard ammo, and can 
  only be used in magnum side arms. Popular with many as 
  it gives the hand gun a greater impact. 
  +1d6
  Rate of Fire: Full automatic pistols can fi re off more then 
  one round per action, as long as the trigger is held down, 
  the weapon will continue to fi re. The rate of fi re or, ROF, 
  differs do to many factors; the design, the materials used, 
  the condition of the side arm, etc… Typical ROF is 2 to 4 
  rounds, however advance designs can increase ROF to 
  6 or 8, sometimes even 10 rounds.  As ROF increase, so 
  does the inaccuracy of the fi rearm. The constant motion 
  of the ejecting the spent shell, and loading the new round 
  into the chamber makes it harder to keep a steady aim. 
  Each additional round fi re reduces the accuracy by 1.
  Increase Rounds Fired per action
  -1 to hit for each round after the 1st.
  Superior Craftsmanship: The side arm is designed 
  and made with the highest level of craftsmanship and 
  materials. These versions are rare and harder to fi nd, and 
  this of course increases the cost of the side arm greatly, 
  sometimes 3 to 4 times the normal price. Yet these 
  weapons are more reliable, and accurate. 
  +2 to Hit
  No Lock-Ups or Jams
  Well Balanced: The side arm is designed to be perfectly 
  balanced, the over all weight is disrupted evenly across 
  the weapon, making it much easier to aim and keep 
  steady. 
  +1 to Hit
  Classic Side Arms
  Flintlock: Very simple in design, the fl intlock pistol is able 
  to deliver one shot to anyone stupid enough to get to 
  close. 
  
  Zen and the Art of Mayhem
  Type 
   
  Shots
  Acc
  Range Damage
  Flintlock
  1
  -
  10
  2d6
  Double Barreled Flintlock: The high point of fl intlock 
  design, this one has it all, the highest craftsmanship and 
  two shots. 
  Flintlock, Superior Craftsmanship, 
  Type 
   
  Shots
  Acc
  Range Damage
  DB Flintlock
  2
  +2
  1
  Derringer:
  Small Calibur, Compact 
  Type 
   
  Shots
  Acc
  Range Damage
  Derringer
  2
  0
  Six Shooter:
  Type 
   
  Shots
  Acc
  Range Damage
  Police Revolver:
  Type 
   
  Shots
  Acc
  Range Damage
  9 Iron:
  Type 
   
  Shots
  Acc
  Range Damage
  Machine Pistol:
  Type 
   
  Shots
  Acc
  Range Damage
  Colt Four Five : This classic automatic side arm, very 
  powerful and deadly at close range. Equipped with a clip 
  of 10, it uses large calibur ammo. 
  Automatic, Large Calibur, Increased Clip, Well Balanced
  Type 
   
  Shots
  Acc
  Range Damage
  Block 20: Classic large full automatic pistol. 
  Hand Cannon: “Do you feel lucky?”  Immediately comes 
  to mind when this weapon is drawn. Very powerful it is 
  the most powerful handgun available, designed as a 
  revolver it is able to bring down most men in one shot, 
  even through Armor. It uses the largest Magnum rounds 
  available and is the favorite of anyone who only needs 
  one shot.  
  Revolver, Large Calibur, Longer Barrel, Magnum, Superior 
  Craftsmanship
  Type 
   
  Shots
  Acc
  Range Damage
  Hand Cannon
  6
  +3
  30
  4d6
  Rifl e
  The rifl e is the choice of militaries worldwide. 
  Really Big Rifl e  
  4d5 x5
  Large Rifl e   
   
  3d6 x5 
  Medium Rifl e     
  2d6 x5
  Small Rifl e     
   
  1d6 x5
  Shotgun
  Instead of a single shot, the shotgun sends out a 
  hail of small shots. Although it lacks the range of the rifl e it 
  has greater accuracy since it fi res a spread. 
  High Gauge 
   
  Low Gauge 
   
  Sawed Off 
   
  Riot 
   
   
  Machine Guns
  The weapon of choice
  Assault Rifl e 
   
  3d6 x5
  Machine Pistol  
  2d6 x5
  Heavy Weapons
  Gatling Gun 50mm 
  4d10 x5
  Gatling Gun 30mm 
  3d10 x5
  Gatling Gun 20mm 
  2d10 x5
  Heavy Energy Gun
  3d6 x5
  Rocket Launcher  
  2d6 x10
  Flame Thrower  
  2d6 x5
  Upgrades
  Needle:
  Rail Slug:
  Micro-Missile:
  Energy Weapons
  Energy weapons are a little different then typical 
  fi rearms. 
  Beam Pistol: An energy beam is fi red off in a continuous 
  beam. 
  Effective Range 
   
  10
  Ammo Type 
   
  Power Cell
  Blaster Pistol:
  Effective Range 
   
  20
  Ammo Type 
   
  Power Cell
  
  Zen and the Art of Mayhem
  Weapon 
   
  ShotsPistol  
   
  6Rifl es  
   
  10Automatic 
   
  25Gattling 
   
   
  25Flame Thrower 
   
  5
  Shoot Outs
  Characters and guns can 
  be a fun, but sometime they become a complicated 
  combination. Do you force a character to keep track of 
  every bullet? Or let them endlessly fi re shots? A medium 
  between these extreme is to represent bullets in the 
  same way as Combat Points or Metaphysical Abilities 
  points. The shot points can be used in different ways. 
  A Single Aimed Shot uses only one shot. A Short Burst 
  uses 3 shots and Full Out uses 5.Single Shot
  Normal 
  DamageShort Burst
  Double Damage (x2)Full Out 
   
  Triple Damage (x3)
  Mammoth Guns
  Guns when available are always a battlefi eld 
  favorite. 
  
SOURCE: textdata/thevault/Zen & the Art of Mayhem System/Zen & the Art of Mayhem Weapons.pdf