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content:official:rules:melee_weapons

This is an old revision of the document!


Melee Index

MELEE cr MASS e? rq# DAMAGE/EFFECT
Butt 100 4 n 5 Add to ranged weapon to add 5 to range band and allow use as a melee weapon 1d6 melee.
EMP Baton 100 3 y 7 Melee EMP weapon.
Energy Blade 1300 8 y 14 3d6-3 damage. 1/6 break module.
Energy Cutlass 900 6 y 13 2d6-1 dam. 1/6 chance break module (optional).
Fist - - n - 1d6 damage (max = Athletics).
Heavy Object - 5+ n - 1d6 damage (max = Athletics +1).
Ion Hammer 300 10 y 10 Raises ionization level. 1d6 per ionization level (max 4d6).
Knife 5 2 n - 1d6 damage.
Lightning Rod 325 5 y 9 1d6 damage and Stun Effect.
Monomolecular Blade 500 9 y 9 1d6 + successes damage (max 5).
Phase Pick 300 10 y 8 Melee Disintegrator.
Plasma Dagger 275 5 y 8 Roll 2d6 fire damage and count either one.
PortaRam 200 5 n 8 1d6 damage. Athletics skill check of 8 to break a door.
Stun Stick 250 3 y 7 Target Athletics check vs 11. Difference = stun markers.
Sword 10 4 n - 2d6-2 damage.
Vibraknife 250 4 y 8 1d6 damage. Ignore Damage Reduction.
content/official/rules/melee_weapons.1500437667.txt.gz · Last modified: 2017/07/18 21:14 by curufea