Melee Weapons Preview!
Here's a preview of the Melee Weapons text from Chapter 4: Expenses! This section is illustrated in the manner of an underground e-zine promoting the activities of the Knightwatch and encouraging average citizens to take up arms in the Arthurian cause. This issue reviews and recommends a variety of weapons. Hence the way the text is worded.
Feature: A Hard Day’s Knight
Black market gear for all occasions
It can be difficult for a novice to know what weapon will best suit his or her particular needs or skill set. Some prefer a particular type of weapon, while others simply want whatever can deal the most damage. This article lists damage factors for multiple weapon categories, using terms such as turns, rolls, and various abbreviations for STR, DFT and other factors. (If you missed last issue’s detailed analysis of how to turn your personal attributes into numerical quantities, don’t worry; it’s still free on our site.)
Prices given for many items are black market estimates, due to the unanimous ban on offensive weapons within all corporate districts, as well as the economic stranglehold on body armor and other Personal Protective Equipment (PPEs). Remember, any unlicensed weapon use within a corporate district or neighborhood may result in arrest and detainment by the private security officers contracted to that area.
Note that you must have a minimum ‘Getting Medieval’ or ‘Firearms’ skill to use these weapons effectively. Otherwise, you’ll suffer the difference between the requirement and your actual skill level as a penalty to your Attack.
If you've been following our new peer-reviewed Psience journal, you've probably seen the leaked Globex case reports that suggest the mutated horrors roaming our city are more vulnerable to damage with iron and iron-based blades than with many other materials. Whether this is really because Flux-affected individuals have a greater number of magnetite crystals in their brains and are thus less resistant to iron, as the case reports suggest, or because of some native (or even psychosomatic) sensitivity to cold iron, there is no doubt that it works – though only in the hands of persons who have been at least 'Touched' by the Flux. Ranged weapons, even bows and thrown weapons, do not carry the same power.
Unarmed. An unarmed attack is any attack you make with a part of your body when you’re not wielding a weapon. It’s usually a kick or a punch, but it could be a headbutt, elbow jab, a knee in the groin, or so on.
Axes. Axes range from simple hand axes to large fantasy-replica war axes. Both deal decent damage, though the two-handed war axe draws a lot more attention to the wielder and forgoes the use of a wooden/riot shield.
Com/Bat: This advanced prototype of Ostec Sports' patented baseball bat has 50% less carbon to increase the flex properties, as well as dilute quantities of iron added to the patent pending COM3 shell (4x stronger than aluminum). Strands of titanium in the carbon fiber core imbue greater durability and provide a bigger sweet spot. You cannot use a physical shield when wielding a bat.
Knives and Daggers. These weapons deal only half STR damage if thrown (round down). Effective range is a number of feet equal to your STR+DFT+MTL. Throwing a blade is defined in the following Ranged Basics section.
Raypier. The raypier is a technological marvel – a slender sword with a specially designed nanoparticle-energized blade. Though not as powerful as certain fictional lightsabers, it is still the weapon of choice for those who don’ t mind drawing attention with a glowing blade. Energy color options include: blue, red, green, purple, yellow, cyan, silver, orange, and gold.
Swords. Models may vary in style (such as European or Asian), length (one- or two-handed), and type of blade (straight, curved, single- or double-edged), but all are fine choices. You cannot use a shield when wielding a two-handed sword.
Melee Weapon (this will be chart form)
Unarmed : Skill Level 0; Price -; Damage STR
Dagger, Knife : Skill Level 1; Price 75; Damage STR + 1d4
Hand Axe : Skill Level 1; Price 105; Damage STR + 1d6
Short Sword : Skill Level 2; Price 1300; Damage STR + 1d8
Com/Bat : Skill Level 2; Price 1700; Damage STR + 1d10
Longsword : Skill Level 3; Price 2400; Damage STR + 2d4
War Axe : Skill Level 3; Price 3100; Damage STR + 2d6
Two-Handed Sword : Skill Level 4; Price 5000; Damage STR +2d8
Raypier : Skill Level 5; Price 8000; Damage STR + 2d10