Melee and Range Weapon Rules
In the age of space combat it is sensible to diversify your mechanical needs. You see while the 21st through 24th century saw the almost total end of combat in melee in favor of guns, more advanced defenses and the need to be able to fight in situations where gunfire would be dangerous. One does not fire a rifle in a spaceship knowing fully that the void of space lies between you and a puncture hole. However, many find guns still tactically superior as such it's important to note that weapons of both ranged and melee variety exist. Examples follow. Magic weapons do not exist in the way one might expect in fantasy, but mods do to improve your weapons more.
STR weapons include but are not limited to
DEX Weapons include but are not limited to
Range Weapons are also classed into two basic forms
STR weapons include but are not limited to
- Power Shotguns
- Power Rifles
- Axes
- Greatswords
- Hammers
- missile
- LMGs
- Energy Cannons
- Power firsts
DEX Weapons include but are not limited to
- Sabers
- Assault Rifles
- Pistols
- Knives
- Long Rifles
- Energy Pistols
- Bladed Gauntlets
- Smart Weapons
- Energy
Range Weapons are also classed into two basic forms
- Projectile - Fires metal, very traditional. Less visually loud, more common, cheaper, and with more easily found mods. However less base damage These map more directly to D&D bows like shortbows longows ect.
- Energy - Fire's concentrated light or sound or rarely radiation, to strike a target. These devices are newer, more expensive, have less mods, but due more base damage. These map more cleanly onto D&D firearms like rifles and pistols in 5e. These have the loading tag in D&D meaning they require time to charge between shots without a specialized feat. They are limited also to only these classes Space Marine - Fighter, Colonial Ranger - Ranger, Cyber-technician - Artificer, and (Energy pistols only) Rogue - Rogue, though a feat can enable your use.

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