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Light Melee Weapons

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Light Melee weapons are small weapons with low damage, and only viable against relatively unarmoured targets. They are, however, the only weapon class capable of delivering a poison to a target, and the only concealable melee weapon.   The average Light Melee Weapon has the following stats   Weapon Skill: Melee Weapon
Single Shot Damage: 1d6
Rate of Fire: 2
Hands Required: 1
Concealable: Yes
Special Trait: Poisonable, Conditional ROF increase.   A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted.   When a Light Melee Weapon interacts with armour, it ignores half of the armour. If you are attacking a target who is unaware of your presence, or a target who is grappled or otherwise restrained, add 1d6 to the damage.   If your DEX is 8 or higher, Light Melee Weapons act as ROF 3 weapons, but using it as one will also cause any applied coating to wear off at the end of the Turn when you make a ROF 3 attack with a coated weapon.    

Light Melee Weapons

Weapon Description Price
Concealable Knife Small concealable knife. 50 eb
Everest VentureWare Auto-Retract Survival Knife A small, high quality collapsible survival knife. 100 eb
Stickball Stick Electrified Stickball Stick, for intense games of Stickball. 100 eb
 

Concealable Knife:

Any knife small enough to be concealed   A Standard Quality Light Melee Weapon.    

Everest VentureWare Auto-Retract Survival Knife:

A high quality knife favoured by hikers, mountaineers, and doomsday preppers, a small, easily retractable and deployable blade that can be easily tucked into any Go-Bag.   An Excellent Quality Light Melee Weapon.    

Stickball Stick:

An all--metal lacrosse stick upgraded by a Tech with a powerful electromagnet.   A Tech Upgraded Light Melee Weapon that cannot be concealed. If damage dealt by this weapon would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a Critical Injury. During a game of Stickball, the damage of this weapon increases by 1d6 for each electrified metal ball carried in the stick, up to a maximum of 4d6. Despite being a Light Melee Weapon, it is incapable of being coated with Poison, Biotoxin, and similar substances.