(This was much requested by my home group players to bring over this original article to 2E. So without further ado, here are some weapon modifications and accessories which can be added to melee weapons.)
Ballistic Grip: Melee weapons always have a range disadvantage. To combat this, some weapons embed a single shot of kinetic ammunition in a hidden grip, with a barrel concealed with a small cutout (or disposable protector) which can be released with a hidden latch or trigger. This has all the stats of a Holdout Pistol, but is only SS. The hidden round cannot be sensed except by X-rays or other penetrating scans. [Minor] (R)
Custom Grip: Specially crafted grip made of shape-changing memory materials, and special density alterations to contour perfectly to the hand of the wielder and adhere to them. Configures in 3 Action Turns, the user it is set to gains a +10 on Melee tests, but all other wielders take a -10 to Melee until they reconfigure it. [Minor]
Folding Weapon: Weapon is made to be collapsible. The business end is made of extending or telescoping materials and shape-adjusting smart materials, and the handle is rebuild to collapse the weapon inside of it. In short order the weapon can be extended or retracted to just the handle. While collapsed, the weapon is much more innocuous. The weapon collapses to Very Small size (and thus is Concealable). [Minor] (R)
Ghost Sword: Weapon is remade with metamaterials along the "business" end, which render it invisible to the naked eye and several types of scanners. this also makes it hard to wield, as it must be done by feel. -20 on attack rolls with the weapon, but -20 on Fray to dodge or parry a successful hit. This penalty also applies to certain sensor rolls to find the weapon (but it is not necessarily easier to hide). [Minor] (R)
HF Blade: The weapon is armed with an oscillating module which causes the weapon to vibrate at ultra-high frequencies, like a Vibroblade. This effect is not very pronounced in most cases, but does allow it to slip through or grind down armor more easily. When careful action, such as a sawing motion, is applied, add +1d10 DV. The weapon is Armor Piercing. [Minor] (R)
Masterwork Blade: Most weapons are produced by fabricators, using standard metallurgy. Rarely, a skilled smith who has experience will craft the weapon, using fine quality metals, though this requires additional resources. The weapon with this mod deals +1d6 DV. [Minor]
Oversized Weapon: Some morphs are bigger and stronger than others, so they need bigger weapons. This mod can only be applied to a weapon which is not already Two-Handed. The weapon becomes two-handed, and gains Reach, but loses Concealable if it had it. If it already had reach, it gets the next level of reach (+20). [Minor]
Quick-Draw Sheath: While it can be fairly easy to draw many melee weapons, with a combination of some skill and tech this can be done very rapidly to allow surprise strikes on an enemy. This can be a spring-loaded or tactical sheath, a perfectly angled scabbard or a set of electromagnetic locks which can switch from holding to repelling a weapon in a flash. Allows one to draw and attack with a Melee weapon with a single Complex action. [Minor]
Shock Capacitor: Weapon has an embedded battery, capacitor and conductive lead, which causes it to generate an electric shock on contact which discharges the capacitor - flooding the target with incapacitating electric current. The weapon gains the Shock quality, which can be used in touch-only attacks. [Minor]
Thermic Weapon: Similar to the shock capacitor, this weapon is embedded with a nuclear battery, but also a heat conducting element that when activated superheats the blade. Thermic weapons are incredibly dangerous, but will boil straight through armor and even deck plate. The weapon gains Armor-Piercing and now affects Energy armor. If the attacker scores a superior success, the target is set On Fire, taking 2d10 DV per turn until extinguished. [Minor] (R)
Viper Capsule: The handle of the weapon is rebuilt to hold several doses of drugs, toxins or nanotoxins. Then, in a pinch, they can be released with slight pressure to flood the blade, delivering their payload to a target on a strike. The target must be damaged by the attack to deliver the payload. Holds up to 5 doses, bladed weapons only. [Minor] (R)
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