Melee Weapons

Just about anyone can pick up a weapon and use it. Problem is if you haven't paid points for a weapon you have to look for one, then either steal it or do some property damage.

club (baseball bat, tonfa) +2d6 Hand Attack, OAF Cost: 6 (10) active, 3 real
big club (war club, whip) +4d6 Hand Attack, OAF Cost: 12 (20) active, 6 real
knife 1/2 d6 HKA, OAF Cost: 10 active, 5 real
big knife, sword, axe, morning star 1d6 HKA, OAF Cost: 15 active, 7 real
big sword, two-handed axe, pole arm 2d6 HKA, OAF Cost: 30 active, 15 real
shock baton 4d6 EB, No Range, OAF Cost: 20 active, 8 real
Basic martial arts training for the non-Martial Artist archtype +1d6 HA, 1 level with punch Cost: 5 (7) active, 5 real
Intermediate martial arts training +2d6 HA, 1 level with melee combat Cost: 11 (15) active, 11 real
Advanced martial arts training +3d6 HA, 2 levels with all combat Cost: 25 (31) active, 25 real

Improvised Clubs

When you swing an object (club/tree/Buick) you do damage based on your STR plus dice from the club, with a maximum of the object's DEF+BODY.