Light Melee Weapons
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.
Captain Cuddlefish Ultra Snag-Em:
Captain Cuttlefish! Ultra! Captain Cuddlefish! Snag-em!
You'll be singing the theme song to this beloved children's anime in your heart when you hug this beautifully constructed plush replica of the show's hero to your breast. Just like in the show, when you squeeze Captain Cuttlefish, he'll shoot a sticky steel chain from his bottom, capable of tagging the bad guys and snagging their weapons!
Best of all, Sanroo sells dozen of highly collectible and branded outfits, so you can dress up Captain Cuddlefish to look like your favourite pop star, anime character, or cartoon mascot!
An Exotic Light Melee Weapon capable of making melee attacks from up to 10m away. When this weapon is made to make a Held Item Aimed Shot, it is made at a -6 instead of a -8, it does not need to deal damage to be effective, and the held item is placedin the user's hands when successful. Cannot be installed in Cyberware.
Additional outfits for Captain Cuddlefish cost either 20eb, or 50eb each depending on their desirability for collectors
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.
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 |
|---|---|---|
| Caotain Cuddlefish Ultra Snag-Em | Small cuttlefish toy. Cute, and good at grabbing held items from a distance. | 200 eb |
| 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 |
Captain Cuddlefish Ultra Snag-Em:
Captain Cuttlefish! Ultra! Captain Cuddlefish! Snag-em!
You'll be singing the theme song to this beloved children's anime in your heart when you hug this beautifully constructed plush replica of the show's hero to your breast. Just like in the show, when you squeeze Captain Cuttlefish, he'll shoot a sticky steel chain from his bottom, capable of tagging the bad guys and snagging their weapons!
Best of all, Sanroo sells dozen of highly collectible and branded outfits, so you can dress up Captain Cuddlefish to look like your favourite pop star, anime character, or cartoon mascot!
An Exotic Light Melee Weapon capable of making melee attacks from up to 10m away. When this weapon is made to make a Held Item Aimed Shot, it is made at a -6 instead of a -8, it does not need to deal damage to be effective, and the held item is placedin the user's hands when successful. Cannot be installed in Cyberware.
Additional outfits for Captain Cuddlefish cost either 20eb, or 50eb each depending on their desirability for collectors
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.
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Light Melee Weapons
Medium Melee Weapons
Heavy Melee Weapons
Very Heavy Melee Weapons
Gauntlets
Throwing Weapons
Grenades & Explosives
Medium Pistols
Heavy Pistols
Very Heavy Pistols
Submachine Guns
Heavy Submachine Guns
Shotguns
Assault Rifles
Sniper Rifles
Bows
Crossbows
Flamethrowers
Arc-Throwers
Machine Guns
Grenade Launchers
Rocket Launchers
Railguns
To view Equipment, click here
To view Cyberware, click here
To view Services, click here
To view Ammunition Types, click here
