MELEE WEAPONS NEW & OLD

Weapons have changed quite radically over the decades. Different materials have allowed better blades, lighter and sharper than ever while cybertechnology has allowed people to conceal weapons within themselves. Most cyberpunks pack at least one (as you can't get in with a F-C apache, let alone open up with one in a nightclub). Bladed weapons are now also made out of ceramics, plastics and crysal materials. These mono-blade weapons do not always show up on the more basic security scanners so you will be able to carry a small knife.

Weapon Profile


THE TRIED & TRUSTED

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Axe

V

2

5

+3

+1

swing + cut

5D6

-3

20

Club

L

1

4

+1

+1

swing + crush
thrust + crush

2D6 Stun

0

20

Halberd

N

2

4

+3

+2

swing + cut
swing + impale
thrust + impale

4D6

-2

100

Knife

S

1

1

+1

+0

swing + cut
thrust + impale

2D6

-1

20

Knuckle dusters

S

1

1

+0

+0

thrust + crush

2D6 Stun

0

10

Naginata

N

2

4

+3

+2

swing + cut
swing + impale
thrust + impale

4D6

-3

200

Nunchakas

V

2

3

+3

+1

swing + crush

4D6

0

50

Poleaxe

N

2

5

+2

+1

swing + cut
swing + crush

5D6

-3

300

Sledgehammer

N

2

5

+2

+0

swing + crush

5D6

0

20

Slicewhip

S

1

1

+3

-1

swing + cut

3D6

-2

600

Staff/Jo

L

2

3

+1

+1

swing + crush
thrust + crush

2D6 Stun

0

20

Sword - one handed

L

1

3

+2

+2

swing + cut
thrust + impale

4D6

-2

100

Sword - two handed

V

2

4

+3

+2

swing + cut
thrust + impale

5D6

-2

200

Tonfa

L

1

3

+2

+3

swing + crush
thrust + crush

4D6 Stun

0

20


Weapon Enhancements

These enhancements can only be done twice each, and even then, the offensive/defensive bonuses may not increase by more than 50% of their original.


NEWTECH WEAPONS

Chain Weapons

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Chainfist

S

1

4

+1

+0

Thrust + cut

3D6

-3

600

Chainknife

M

1

3

+2

+0

Swing + cut
Thrust + impale

4D6

-4

800

Chainsword

V

2

6

+4

+2

Swing + cut
Thrust + impale

6D6

-5

1,000


These are basically combat chainsaws with very tough ceramic chains (from hell). The loops spins around the "blade" at high velocity allowing it to cut through the densest of materials. All versions have a spool which prevents the wire whipping out if broken. These weapons use two macrocells which need replacing after a month (if used roughly once a day). These weapons make a quite whirling noise when activated. Chain weapons are supplied with their own protective scabbard. The chainfist is a semi-flexible glove which covers the hand and wrist, with the chain spining around a circular band looping across the fist and around the knuckles. If not activated chainfists act as knuckle dusters, but do cutting damage rather than crushing.

Notes: Add a die of damage to any non-chain weapon and improve it's armour modifer by 3 points. Increase it's cost by at least $500.


Combat Gloves: Maximilian, Sabre-BattleWear & F-C HW-20P5

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Notes
Maximillian Glove
M
1
4
+2
+1
Thrust + crush
4D6
0
1500
6 Option Slots
Sabre BattleWear
M
1
3
+1
+0
Thrust + crush
4D6
0
1400
5 Option Slots
Farren-Cates HW-20P5
M
1
3
+2
+1
Thrust + crush
4D6
0
1600
6 Option Slots

The Maximillian combat glove was originally developed as an undersea or industrial lift "exoarm" which fitted over the user's normal arm. Maximillian Inc redesigned the glove in a number of styles and released the manufacturing rights to Farren Cates and Sabre Battlegear who sold clones of the combat glove (although the name was kept, due to a cleverly worded contract).

The glove fits over the user's normal hand and lower arm. The arm is designed to hold up a number of cyberarm options and race sized modifies apply as normal. The damage is as a normal cyberarm, although the use of options may increase it. Due to the smaller size of the glove, ie: it lacks an upper arm, servo enhancements have the same effects as they would to a cyberhand (and not a cyberarm). Max-gloves require two macro cells to power them and the cells need replacing every two years. They can be hidden under a jacket quite easily making them excellent street weapons.

A max glove may not be hidden under syn skin or vat skin because it is has thick rounded fingers for crushing and punching, although it can be armoured or chromed for that personal touch. The gloves are good for up close personal combat and because they are gloves which you can take off, you can really go to town on cramming in enhanced servos, preds, D-Ds or a popup gun without worrying about expensive surgery or having to smuggle your arm through customs.


MonoBlades

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Monoknife

S

1

1

+2

+0

Swing + cut
Thrust + impale

3D6

-3

400

Monoshortsword

L

1

2

+2

+1

Swing + cut
Thrust + impale

4D6

-4

500

Monosword  (one handed)

L

1

3

+3

+2

Swing + cut
Thrust + impale

5D6

-4

600

Monosword (two handed)

V

2

4

+4

+2

Swing + cut
Thrust + impale

6D6

-4

700

Monobladed weapons are ultrasharp as the blade has a molelecular cutting edge. These weapons slice through metal, bone and most armours. All cyberweapons use monoedges as they never need to be sharpened. As a rule of thumb, improve weapon's armour modife by 2, add a die of damage and increase the cost by at least $400.


Stun Whip

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Notes

Stunwhip

S

1

1

+3

+0

Swing + crush

3D6 Real +
3D6 Stun

-2

300

20 Shots

Stunwhips work in a similar fashion to slice whips to deliver their shock and they have a five metre range. The weighted end of the whip carries the wire which shocks the target. The shock is only sent if it is triggered by the user from the handle and a taser whip can be used without the taser function acting as a normal whip. In some models the whip handle has an option to extend normal taser poles for close up combat ($25 extra). When the whip misses it is drawn back by the internal spool. If by a taser whip the victim must only make a taser stun test, if the whip manages skin contact.


Taser Weapons

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Taserknife

S

1

1

+1

+0

Swing + cut
Thrust + impale

3D6 Real +
2D6 Stun

-2

450

Tasersword

L

1

3

+2

+2

Swing + cut
Thrust + impale

4D6 Real +
2D6 Stun

-3

550

These weapons use basic monoblades with conductive webbing and a high powered "beast-prod" taser. This allows the user to shock an impaled opponent. A tubular powerpack fits in the handle and each "zap" adds a 2D6 stun damage (no armour protection as the shock is internal). When an opponent suffers an electrical attack they must make a taser resistance roll (above). Either weapon's power pack has enough charge for 20 "shocks".


Vibro Weapons

Melee Weapon

Size

Hands
Required

Minimum
Strength

Offensive
Bonus

Defensive
Bonus

Attack
Method

Damage

Armour
Modifier

Cost

Vibro-sword - two handed

V

2

3

+4

+2

Swing + cut
Thrust + impale

5D6

-6

1,500

Vibro-sword - one handed

L

1

4

+3

+2

Swing + cut
Thrust + impale

4D6

-6

1,000

Vibro-knife

S

1

1

+2

+0

Swing + cut
Thrust + impale

3D6

-4

700

Vibro-shortsword

L

1

3

+2

+1

Swing + cut
Thrust + impale

4D6

-5

900

The vibro-sword is a normal monosword except it has a small motor in the hilt which vibrates the blade at a high frequency. This lets the blade saw through armour, metal and flesh with ease. It takes one round to warm up and makes an intimidating low humming noise ("Your powers are weak Old Man!"). As a rule of thumb, vibroweapons increase the Armour Modifier by four and add at least $700 to the monoblade's cost.