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content:official:rules:melee_weapons

Melee Weapons

These are dealt with exactly as per ranged attacks except that you must be adjacent to your target to make a melee attack.

Note that butts, fists, and heavy objects are listed here for use as makeshift clubs. There are separate rules for Grappling on page 40 if you want to do something other than beat on your enemies.

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 damage.
Club 0 3 n 0
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 damage. 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.

Dangerous

☠ A dangerous weapon damages you if doubles are rolled in a skill check to use or quickdraw it.
content/official/rules/melee_weapons.txt · Last modified: 2017/11/05 20:56 by curufea