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#ActualJeremy Williams

Posted 02 May 2013 - 01:56 AM

There are three melee damage formulas. These are "conventional," "conventional, thrusting" and "unconventional."

Terms:

Dice: The weapon's damage dice, which are rolled for each attack. This is always labelled in the xDy format, where x is the number of dice and y is the size of the dice.

Die: One of the weapon's damage dice.

MaxDice: The maximum of the weapon's damage dice.

MaxDie: The maximum of one of the weapon's damage dice.

ES: Effective strength, the amount of strength used in the attack. This is just upper body strength multiplied by an adrenal multiplier for normal attacks, but power attacks use upper and lower body strength. When wielding a weapon with both hands, ES is multiplied by 1.5.

√ES: The square root of effective strength.

SC: The size class of the weapon in question. Human-sized weapons would normally be SC 8-12, with 10 being standard.

Conventional damage formula: (normal)

Weapon damage=Die*√ES*SC*10

Penetration=Die*√ES*0.05

Base damage=Die*ES*10

Weapon damage type is determined by the weapon, but base damage is always concussive.

Conventional damage formula: (power)

Weapon damage=Dice*√ES*SC*10

Penetration=Dice*√ES*0.05

Base damage=Dice*ES*10

This formula uses the sum of upper and lower body strength when calculating effective strength.

Thrusting damage formula: (normal)

Weapon damage=MaxDie*SC*10

Penetration=Dice*√ES*0.1

Base damage=Die*ES*10

Thrusting damage formula: (power)

Weapon damage=MaxDie*SC*10

Penetration=MaxDice*√ES*0.1

Base damage=MaxDie*ES*0.1

Notably the only melee formula with no random element to it.

Unconventional damage formula: (normal)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Die*ES*10

Unconventional damage formula: (power)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Dice*ES*10

There is skill present in game and it is important, but it does not directly impact the damage of weapons. Instead, you have a minimum to your rolls equal to half your skill. For instance, a skill of 20 would mean if you rolled less than 10% of your maximum (including maximum) it would count as 10% of your maximum, while a skill of 50 would do the same but with 25%. For instance, on a roll of 1d10 the maximum is obviously 10, so with 50 skill any roll of 1 or 2 would be counted as 2.5. On 1d10+2, the maximum is 12 and with 50 skill any roll of 1 or 2 would be counted as 3. As skills can (with an optimized build and an insane amount of effort) go up to 200, this means you can make it so your attacks always do maximum damage and get maximum penetration.

Examples:

All of these weapons are SC 10 and are being used by a character with base stats (10 in everything) at normal combat strength (0.5 adrenal multiplier) and assume an average roll. I'm going to use a trio of swords, one axe, one crowbar, one switchblade, one combat knife and a fist.

Normal, swinging:

Sabre:* (2d8, +2 modifier to penetration dice when thrusting)

WD. 1d8=~4.5, 4.5*2.24*100=1008 incisive.

P. 1d8=~4.5, 4.5*2.24*0.05=~0.5 penetration.

BD. 1d8=~4.5, 5*10=50, ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Long sword:** (2d8, +2 modifier to penetration dice when swinging, +2 modifier to damage dice when thrusting)

WD. Same as above, ~1008 incisive.

P. 1d8+2=~6.5, ~6.5*2.24*0.05=~0.73 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1233, with a penetration of ~0.73.

Katana:*** (2d8, +2 modifier to damage dice when swinging, +2 modifier to penetration dice when thrusting)

WD. ~6.5*2.24*100=1456 incisive.

P. Same as the sabre, ~0.5 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1681, with a penetration of ~0.5.

Hatchet:**** (1d4, +2 modifier to penetration and damage dice. Cannot thrust, alternate attack is a bash.)

WD. 1d4+2=~4.5, 4.5*2.24*100=~1008 piercing.

P. 1d4+2=~4.5, 4.5*2.24*0.05~0.5 penetration.

BD. 1d4=~2.5, 2.5*50=125 concussive.

Total damage ~1133, with a penetration of ~0.5.

Crowbar:***** (3d4, +2 modifier to penetration, damage dice and base damage dice. Cannot thrust, alternate attack is a swing attempting to hook.)

WD. Same as above, ~1008 bludgeon.

P. Same as above, ~0.5 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Switchblade:****** (2d1, +1 modifier to penetration when thrusting.)

WD. 1*2.24*100=~224 incisive.

P. 1*2.24*0.05=~0.11 penetration.

BD. 1*50=~50 concussive.

Total damage ~274, with ~0.11 penetration.

Combat knife:******* (2d3, +1 modifier to penetration when swinging, +1 modifier to damage when thrusting.)

WD. 1d3=~2. ~2*2.24*100=~448 incisive.

P. 1d3+1=~3. ~3*2.24*0.05=~0.34 penetration.

BD. ~2*50=~100 concussive.

Total damage ~548, with ~0.34 penetration.

Normal, thrusting:

Sabre:

WD. 8*10*10=800 piercing.

P. 2d8+2=~11, ~11*2.24*0.1=~2.46 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1025, with ~2.46 penetration.

Long sword:

WD. 10*100=1000 piercing.

P. 2d8=~9, ~9*2.24*0.1=~2.02 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1225, with ~2.02 penetration.

Katana:

WD. ~800 piercing, same as the sabre.

P. ~2.46 penetration, same as the sabre.

BD. ~225 concussive, same as both the sabre and long sword.

Total damage ~1025, with ~2.46 penetration.

WD. 1*100=100 piercing.

P. 2d1+1=3, 3*2.24*0.1=~0.67 penetration.

BD. ~1*50=~50 concussive.

Total damage ~150, with ~0.67 penetration penetration.

Combat knife:

WD. 3=1=4, 4*100=400 piercing.

P.2d3=~4, ~4*2.24*0.1=~0.9 penetration.

BD. ~2*50=~100 concussive.

Total damage ~500, with ~0.9 penetration.

Fist:******** (1d4.)

WD. 4=4, ~4*10*10=400 bludgeon.

P. ~2.5*2.24*0.1=~0.56 penetration.

BD. ~2.5*50=~125 concussive.

Total damage ~525, with ~0.56 penetration.

*This sabre is a modern design for practical usage, and is relatively cheap. It cost ~70 USD, and is of decent quality by the standards of late industrial age weapons. These weapons are carried by NCOs in the USMC and are also common in the US Army. Most commissioned officers carry higher quality swords.

**This long sword is a modern design for practical usage, and is relatively cheap. It cost ~50 EUR, and is of intermediate quality by the standards of medieval weapons. These weapons are carried by NCOs in the 3WU, and are also common amongst shock troopers. Most commissioned officers carry higher quality swords.

***This katana is a cheap modern design for practical usage, and is relatively cheap. It cost ~15 ARD, which is ~75 USD, and has a relatively low quality blade by the standards of nihonto. These weapons are carried by adult NCOs in the ECUS, and are also common in the ARMC. Most commissioned officers carry higher quality swords.

****This axe is a modern military hatchet designed to be used primarily as a tool. This exact axe is issued to some front-line soldiers in the US Army, where it fills its intended purpose without taking up much space. More relevant to the army's interests, it only costs ~20 USD.

*****This crowbar is a simple wrought iron tool designed for opening crates and performing light demolition work. It is a favourite weapon of engineers and vehicle crewmen the world over as it is relatively compact and yet very powerful in combat, and has many practical uses. Since it is made of relatively cheap metal, it is also cheap to produce, costing ~5 ARD, ~25 USD or ~20 EUR.

******This is a common 15cm switchblade, with a single full edge, partial edge on the reverse side, fine point, a button-activated spring and a push lock. (Old Italian design, almost like a dagger.) These are extremely common concealed weapons amongst civilians in the UK and to a lesser extent the US, as they are very compact and easy to carry yet perform well in combat and as tools. They're also cheap, with this one costing ~10 EUR or ~13 USD.

*******This is a common 18cm combat knife, with a single full edge, curved partial edge on the reverse side and a fixed blade. To be a bit more specific, this knife is a Ka-Bar. As in the real world, it is the chief combat knife of the USMC. This exact model cost ~15 USD in 2015.

********Just the default, Mk. I fist. Nothing special about it, nothing interesting either.

I feel drained of patience right now and don't feel like doing power attacks at this moment. If you'd like me to do examples of power attacks with these weapons, or if you'd like to add any specific weapon types to this list, let me know and I'll do it later tonight.

EDIT:
As I did this while sleep deprived, I made a lot of errors. I replaced "medium knife" with "switchblade" but didn't alter the stats and I used a single die instead of all available dice for thrusting weapons. I even noticed the fist had as much penetration as the others (which it shouldn't) and instead of realizing this meant I did something wrong, I made an adjustment that I didn't need to make. I've just fixed all these things.

#2JLW

Posted 01 May 2013 - 11:19 AM

There are three melee damage formulas. These are "conventional," "conventional, thrusting" and "unconventional."

Terms:

Dice: The weapon's damage dice, which are rolled for each attack. This is always labelled in the xDy format, where x is the number of dice and y is the size of the dice.

Die: One of the weapon's damage dice.

MaxDice: The maximum of the weapon's damage dice.

MaxDie: The maximum of one of the weapon's damage dice.

ES: Effective strength, the amount of strength used in the attack. This is just upper body strength multiplied by an adrenal multiplier for normal attacks, but power attacks use upper and lower body strength. When wielding a weapon with both hands, ES is multiplied by 1.5.

√ES: The square root of effective strength.

SC: The size class of the weapon in question. Human-sized weapons would normally be SC 8-12, with 10 being standard.

Conventional damage formula: (normal)

Weapon damage=Die*√ES*SC*10

Penetration=Die*√ES*0.05

Base damage=Die*ES*10

Weapon damage type is determined by the weapon, but base damage is always concussive.

Conventional damage formula: (power)

Weapon damage=Dice*√ES*100

Penetration=Dice*√ES*0.05

Base damage=Dice*ES*10

This formula uses the sum of upper and lower body strength when calculating effective strength.

Thrusting damage formula: (normal)

Weapon damage=MaxDie*SC*10

Penetration=Dice*√ES*0.1

Base damage=Die*ES*10

Thrusting damage formula: (power)

Weapon damage=MaxDie*SC*10

Penetration=MaxDice*√ES*0.1

Base damage=MaxDie*ES*0.1

Notably the only melee formula with no random element to it.

Unconventional damage formula: (normal)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Die*ES*10

Unconventional damage formula: (power)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Dice*ES*10

There is skill present in game and it is important, but it does not directly impact the damage of weapons. Instead, you have a minimum to your rolls equal to half your skill. For instance, a skill of 20 would mean if you rolled less than 10% of your maximum (including maximum) it would count as 10% of your maximum, while a skill of 50 would do the same but with 25%. For instance, on a roll of 1d10 the maximum is obviously 10, so with 50 skill any roll of 1 or 2 would be counted as 2.5. On 1d10+2, the maximum is 12 and with 50 skill any roll of 1 or 2 would be counted as 3. As skills can (with an optimized build and an insane amount of effort) go up to 200, this means you can make it so your attacks always do maximum damage and get maximum penetration.

Examples:

All of these weapons are SC 10 and are being used by a character with base stats (10 in everything) at normal combat strength (0.5 adrenal multiplier) and assume an average roll. I'm going to use a trio of swords, one axe, one crowbar, one switchblade, one combat knife and a fist.

Normal, swinging:

Sabre:* (2d8, +2 modifier to penetration dice when thrusting)

WD. 1d8=~4.5, 4.5*2.24*100=1008 incisive.

P. 1d8=~4.5, 4.5*2.24*0.05=~0.5 penetration.

BD. 1d8=~4.5, 5*10=50, ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Long sword:** (2d8, +2 modifier to penetration dice when swinging, +2 modifier to damage dice when thrusting)

WD. Same as above, ~1008 incisive.

P. 1d8+2=~6.5, ~6.5*2.24*0.05=~0.73 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1233, with a penetration of ~0.73.

Katana:*** (2d8, +2 modifier to damage dice when swinging, +2 modifier to penetration dice when thrusting)

WD. ~6.5*2.24*100=1456 incisive.

P. Same as the sabre, ~0.5 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1681, with a penetration of ~0.5.

Hatchet:**** (1d4, +2 modifier to penetration and damage dice. Cannot thrust, alternate attack is a bash.)

WD. 1d4+2=~4.5, 4.5*2.24*100=~1008 piercing.

P. 1d4+2=~4.5, 4.5*2.24*0.05~0.5 penetration.

BD. 1d4=~2.5, 2.5*50=125 concussive.

Total damage ~1133, with a penetration of ~0.5.

Crowbar:***** (3d4, +2 modifier to penetration, damage dice and base damage dice. Cannot thrust, alternate attack is a swing attempting to hook.)

WD. Same as above, ~1008 bludgeon.

P. Same as above, ~0.5 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Switchblade:****** (2d1, +1 modifier to penetration when thrusting.)

WD. 1*2.24*100=~224 incisive.

P. 1*2.24*0.05=~0.11 penetration.

BD. 1*50=~50 concussive.

Total damage ~274, with ~0.11 penetration.

Combat knife:******* (2d3, +1 modifier to penetration when swinging, +1 modifier to damage when thrusting.)

WD. 1d3=~2. ~2*2.24*100=~448 incisive.

P. 1d3+1=~3. ~3*2.24*0.05=~0.34 penetration.

BD. ~2*50=~100 concussive.

Total damage ~548, with ~0.34 penetration.

Normal, thrusting:

Sabre:

WD. 8*10*10=800 piercing.

P. 2d8+2=~11, ~11*2.24*0.1=~2.46 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1025, with ~2.46 penetration.

Long sword:

WD. 10*100=1000 piercing.

P. 2d8=~9, ~9*2.24*0.1=~2.02 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1225, with ~2.02 penetration.

Katana:

WD. ~800 piercing, same as the sabre.

P. ~2.46 penetration, same as the sabre.

BD. ~225 concussive, same as both the sabre and long sword.

Total damage ~1025, with ~2.46 penetration.

WD. 1*100=100 piercing.

P. 2d1+1=3, 3*2.24*0.1=~0.67 penetration.

BD. ~1*50=~50 concussive.

Total damage ~150, with ~0.67 penetration penetration.

Combat knife:

WD. 3=1=4, 4*100=400 piercing.

P.2d3=~4, ~4*2.24*0.1=~0.9 penetration.

BD. ~2*50=~100 concussive.

Total damage ~500, with ~0.9 penetration.

Fist:******** (1d4.)

WD. 4=4, ~4*10*10=400 bludgeon.

P. ~2.5*2.24*0.1=~0.56 penetration.

BD. ~2.5*50=~125 concussive.

Total damage ~525, with ~0.56 penetration.

*This sabre is a modern design for practical usage, and is relatively cheap. It cost ~70 USD, and is of decent quality by the standards of late industrial age weapons. These weapons are carried by NCOs in the USMC and are also common in the US Army. Most commissioned officers carry higher quality swords.

**This long sword is a modern design for practical usage, and is relatively cheap. It cost ~50 EUR, and is of intermediate quality by the standards of medieval weapons. These weapons are carried by NCOs in the 3WU, and are also common amongst shock troopers. Most commissioned officers carry higher quality swords.

***This katana is a cheap modern design for practical usage, and is relatively cheap. It cost ~15 ARD, which is ~75 USD, and has a relatively low quality blade by the standards of nihonto. These weapons are carried by adult NCOs in the ECUS, and are also common in the ARMC. Most commissioned officers carry higher quality swords.

****This axe is a modern military hatchet designed to be used primarily as a tool. This exact axe is issued to some front-line soldiers in the US Army, where it fills its intended purpose without taking up much space. More relevant to the army's interests, it only costs ~20 USD.

*****This crowbar is a simple wrought iron tool designed for opening crates and performing light demolition work. It is a favourite weapon of engineers and vehicle crewmen the world over as it is relatively compact and yet very powerful in combat, and has many practical uses. Since it is made of relatively cheap metal, it is also cheap to produce, costing ~5 ARD, ~25 USD or ~20 EUR.

******This is a common 15cm switchblade, with a single full edge, partial edge on the reverse side, fine point, a button-activated spring and a push lock. (Old Italian design, almost like a dagger.) These are extremely common concealed weapons amongst civilians in the UK and to a lesser extent the US, as they are very compact and easy to carry yet perform well in combat and as tools. They're also cheap, with this one costing ~10 EUR or ~13 USD.

*******This is a common 18cm combat knife, with a single full edge, curved partial edge on the reverse side and a fixed blade. To be a bit more specific, this knife is a Ka-Bar. As in the real world, it is the chief combat knife of the USMC. This exact model cost ~15 USD in 2015.

********Just the default, Mk. I fist. Nothing special about it, nothing interesting either.

I feel drained of patience right now and don't feel like doing power attacks at this moment. If you'd like me to do examples of power attacks with these weapons, or if you'd like to add any specific weapon types to this list, let me know and I'll do it later tonight.

EDIT:
As I did this while sleep deprived, I made a lot of errors. I replaced "medium knife" with "switchblade" but didn't alter the stats and I used a single die instead of all available dice for thrusting weapons. I even noticed the fist had as much penetration as the others (which it shouldn't) and instead of realizing this meant I did something wrong, I made an adjustment that I didn't need to make. I've just fixed all these things.

#1JLW

Posted 29 April 2013 - 04:12 PM

There are three melee damage formulas. These are "conventional," "conventional, thrusting" and "unconventional."

Terms:

Dice: The weapon's damage dice, which are rolled for each attack. This is always labelled in the xDy format, where x is the number of dice and y is the size of the dice.

Die: One of the weapon's damage dice.

MaxDice: The maximum of the weapon's damage dice.

MaxDie: The maximum of one of the weapon's damage dice.

ES: Effective strength, the amount of strength used in the attack. This is just upper body strength multiplied by an adrenal multiplier for normal attacks, but power attacks use upper and lower body strength. When wielding a weapon with both hands, ES is multiplied by 1.5.

√ES: The square root of effective strength.

SC: The size class of the weapon in question. Human-sized weapons would normally be SC 8-12, with 10 being standard.

Conventional damage formula: (normal)

Weapon damage=Die*√ES*SC*10

Penetration=Die*√ES*0.05

Base damage=Die*ES*10

Weapon damage type is determined by the weapon, but base damage is always concussive.

Conventional damage formula: (power)

Weapon damage=Dice*√ES*100

Penetration=Dice*√ES*0.05

Base damage=Dice*ES*10

This formula uses the sum of upper and lower body strength when calculating effective strength.

Thrusting damage formula: (normal)

Weapon damage=MaxDie*SC*10

Penetration=Dice*√ES*0.1

Base damage=Die*ES*10

Thrusting damage formula: (power)

Weapon damage=MaxDie*SC*10

Penetration=MaxDice*√ES*0.1

Base damage=MaxDie*ES*0.1

Notably the only melee formula with no random element to it.

Unconventional damage formula: (normal)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Die*ES*10

Unconventional damage formula: (power)

Weapon damage=Dice*SC*10

Penetration=0.1(Die+√ES)

Base damage=Dice*ES*10

There is skill present in game and it is important, but it does not directly impact the damage of weapons. Instead, you have a minimum to your rolls equal to half your skill. For instance, a skill of 20 would mean if you rolled less than 10% of your maximum (including maximum) it would count as 10% of your maximum, while a skill of 50 would do the same but with 25%. For instance, on a roll of 1d10 the maximum is obviously 10, so with 50 skill any roll of 1 or 2 would be counted as 2.5. On 1d10+2, the maximum is 12 and with 50 skill any roll of 1 or 2 would be counted as 3. As skills can (with an optimized build and an insane amount of effort) go up to 200, this means you can make it so your attacks always do maximum damage and get maximum penetration.

Examples:

All of these weapons are SC 10 and are being used by a character with base stats (10 in everything) at normal combat strength (0.5 adrenal multiplier) and assume an average roll. I'm going to use a trio of swords, one axe, one crowbar, one switchblade, one combat knife and a fist.

Normal, swinging:

Sabre:* (2d8, +2 modifier to penetration dice when thrusting)

WD. 1d8=~4.5, 4.5*2.24*100=1008 incisive.

P. 1d8=~4.5, 4.5*2.24*0.05=~0.5 penetration.

BD. 1d8=~4.5, 5*10=50, ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Long sword:** (2d8, +2 modifier to penetration dice when swinging, +2 modifier to damage dice when thrusting)

WD. Same as above, ~1008 incisive.

P. 1d8+2=~6.5, ~6.5*2.24*0.05=~0.73 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1233, with a penetration of ~0.73.

Katana:*** (2d8, +2 modifier to damage dice when swinging, +2 modifier to penetration dice when thrusting)

WD. ~6.5*2.24*100=1456 incisive.

P. Same as the sabre, ~0.5 penetration.

BD. Same as above, ~225 concussive.

Total damage ~1681, with a penetration of ~0.5.

Hatchet:**** (1d4, +2 modifier to penetration and damage dice. Cannot thrust, alternate attack is a bash.)

WD. 1d4+2=~4.5, 4.5*2.24*100=~1008 piercing.

P. 1d4+2=~4.5, 4.5*2.24*0.05~0.5 penetration.

BD. 1d4=~2.5, 2.5*50=125 concussive.

Total damage ~1133, with a penetration of ~0.5.

Crowbar:***** (3d4, +2 modifier to penetration, damage dice and base damage dice. Cannot thrust, alternate attack is a swing attempting to hook.)

WD. Same as above, ~1008 bludgeon.

P. Same as above, ~0.5 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1233, with a penetration of ~0.5.

Switchblade:****** (2d2, +1 modifier to penetration when thrusting.)

WD. 1d2=~1.5, ~1.5*2.24*100=~336 incisive.

P. ~1.5*2.24*0.05=~0.17 penetration.

BD. ~1.5*50=~75 concussive.

Total damage ~411, with ~0.17 penetration.

Combat knife:******* (2d3, +1 modifier to penetration when swinging, +1 modifier to damage when thrusting.)

WD. 1d3=~2. ~2*2.24*100=~448 incisive.

P. 1d3+1=~3. ~3*2.24*0.05=~0.34 penetration.

BD. ~2*50=~100 concussive.

Total damage ~548, with ~0.34 penetration.

Normal, thrusting:

Sabre:

WD. 8*10*10=800 piercing.

P. 1d8+2=~6.5, 6.5*2.24*0.1=~1.46 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1025, with ~1.46 penetration.

Long sword:

WD. 10*100=1000 piercing.

P. ~4.5*2.24*0.1=~1.01 penetration.

BD. ~4.5*50=~225 concussive.

Total damage ~1225, with ~1.01 penetration.

Katana:

WD. ~800 piercing, same as the sabre.

P. ~1.46 penetration, same as the sabre.

BD. ~225 concussive, same as both the sabre and long sword.

Total damage ~1025, with ~1.46 penetration.

WD. 2*100=200 piercing.

P. ~2.5*2.24*0.1=~0.56 penetration.

BD. ~1.5*50=~75 concussive.

Total damage ~275, with ~0.56 penetration penetration.

Combat knife:

WD. 3=1=4, 4*100=400 piercing.

P.1d3=~2, ~2*2.24*0.1=~0.49 penetration.

BD. ~2*50=~100 concussive.

Total damage ~500, with ~0.49 penetration.

Fist:******** (1d4, -2 damage and penetration dice by default.)

WD. 4-2=2, ~2*10*10=200 bludgeon.

P. ~0.5*2.24*0.1=~0.11 penetration.

BD. ~2.5*50=~125 concussive.

Total damage ~325, with ~0.11 penetration.

*This sabre is a modern design for practical usage, and is relatively cheap. It cost ~70 USD, and is of decent quality by the standards of late industrial age weapons. These weapons are carried by NCOs in the USMC and are also common in the US Army. Most commissioned officers carry higher quality swords.

**This long sword is a modern design for practical usage, and is relatively cheap. It cost ~50 EUR, and is of intermediate quality by the standards of medieval weapons. These weapons are carried by NCOs in the 3WU, and are also common amongst shock troopers. Most commissioned officers carry higher quality swords.

***This katana is a cheap modern design for practical usage, and is relatively cheap. It cost ~15 ARD, which is ~75 USD, and has a relatively low quality blade by the standards of nihonto. These weapons are carried by adult NCOs in the ECUS, and are also common in the ARMC. Most commissioned officers carry higher quality swords.

****This axe is a modern military hatchet designed to be used primarily as a tool. This exact axe is issued to some front-line soldiers in the US Army, where it fills its intended purpose without taking up much space. More relevant to the army's interests, it only costs ~20 USD.

*****This crowbar is a simple wrought iron tool designed for opening crates and performing light demolition work. It is a favourite weapon of engineers and vehicle crewmen the world over as it is relatively compact and yet very powerful in combat, and has many practical uses. Since it is made of relatively cheap metal, it is also cheap to produce, costing ~5 ARD, ~25 USD or ~20 EUR.

******This is a common 15cm switchblade, with a single full edge, partial edge on the reverse side, fine point, a button-activated spring and a push lock. (Old Italian design, almost like a dagger.) These are extremely common concealed weapons amongst civilians in the UK and to a lesser extent the US, as they are very compact and easy to carry yet perform well in combat and as tools. They're also cheap, with this one costing ~10 EUR or ~13 USD.

*******This is a common 18cm combat knife, with a single full edge, curved partial edge on the reverse side and a fixed blade. To be a bit more specific, this knife is a Ka-Bar. As in the real world, it is the chief combat knife of the USMC. This exact model cost ~15 USD in 2015.

********Just the default, Mk. I fist. Nothing special about it, nothing interesting either.

I feel drained of patience right now and don't feel like doing power attacks at this moment. If you'd like me to do examples of power attacks with these weapons, or if you'd like to add any specific weapon types to this list, let me know and I'll do it later tonight.

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