Weapon Type (official) Cost Variable Damage Weight
Axe 6 gp 1d8 6 lb.
Club 3 gp 1d4 3 lb.
Dagger 3 gp 1d4 1 lb.
Flail 3 gp 1d6 5 lb.
Hammer, war 7 gp 1d6 5 lb.
Lance 7 gp 1d6 10 lb.
Mace 5 gp 1d6 3 lb.
Morningstar 5 gp 1d6 6 lb.
Pick 5 gp 1d6 3 lb.
Pole Arm 7 gp 1d10 15 lb.
Quarterstaff 2 gp 1d6 4 lb.
Spear 3 gp 1d6 6 lb.
Sword, long 10 gp 1d8 4 lb.
Sword, short 7 gp 1d6 2 lb.
Sword, two-handed 15 gp 1d10 15 lb.
Trident 4 gp 1d6 4 lb.

Basic Melee Weapons are the primitive hand-to-hand weapons common in most fantasies.

Ranges Range
(official) Short Medium Long
Axe <10’ <20’ <30’
Dagger <10’ <20’ <30’
Oil <10’ <30’ <50’
Spear <20’ <40’ <60’

The table on the right and above list melee weapons as seen in the Mutant Future rulebook. Their inclusion are for reference.

In the default rules, a target at short range grants the thrower a +1 bonus to-hit, while a long-range target imposes a -1 penalty to-hit.

The notes and tables below are house-rule items.

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