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Cyber-Steam

Weaponry: Cyber Melee

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Energy Cells are injected into the machinery of the weapons to charge them. 24 charges per cell. It takes a move action to reload, which is done by emptying a fuel cell into the mechanism of a weapon.


Cyber Melee


LIGHT: Users take a -5 penalty to attack rolls for each listed feat they don't have: 'Melee Proficiency: Light'.


Cyber Dagger: The Cyber Dagger is the most basic of weaponry in hand to hand combat. Found everywhere from the belt of the Bodyguard to the boot of an Infiltrator, this dagger has a small blade of about 5", and a handle that's 3" leaving the result 7". A Cell Charge allows it to last for 24 successful attacks; only using 1 unit of energy per attack. Deals 1d4 damage.


Torchdagger: With advances in pyrotechnics coinciding with the golden age of militarization, even the prospect of a simple blowtorch was turned into a killing tool. With a mechanized handle five inches of pipe protruding from the hilt, this dagger shoots flame from the sides and top of the 'blade' that is white with heat. Mixed with the stabilizing properties of Laz technology this dagger is solid enough to cut and stab without issue. It uses 3 cell charges to deal 2d3 damage that almost instantly cauterizes any wound it makes. Energy Karambit: The Karambit was a knife that originated in ancient Indonesia, used as a wicked fighting dagger that has a ring for the index finger and a vicious blade curling out from the base of the fist. This dagger's blade is white hot, cutting through flesh like jello. It deals 2d3 damage and uses up 2 Cell Charge units per attack.


Knuckle Stunners: Used mainly by thugs and the occasional dirty cop, these are machines that fit around the four fingers (reminiscent of the brass knuckles found in the ancient ruins of old) for added punching power; yet the real danger of this weapon lies in the electrical current passing through the metal spikes over the knuckles. They deal 1d6 nonlethal damage to a target, and use 2 units per Cell Charge. Can be used to deal 1d3 nonlethal damage if out of fuel.


Energy Trench Knives: This knife is a combination of knuckle duster and dagger. Protruding from the base of the fist is a cyber dagger blade, whereas the fist is partially enclosed in (and gripping) a handle that surrounds the knuckles in a dense, oft studded steel. Used as either Knuckle Dusters (which deal 1d3 nonlethal damage and use no charge) or as a cyber dagger (which deals 1d4 damage and uses one charge). A favorite of military veterans for hand to hand combat.

Stunning Mod: This E.T.K. is modified with a handle almost identical to that of a Knuckle Stunner, serving the same purpose. Rather than dealing 1d3 damage and using no units, they deal 1d6 damage and use 2 units. Sm. Energy Axe: Dealt with one hand, this axe is the favorite of chaotic players, especially tech pirates. Deals 1d6 damage and uses 2 Cell Charge units each time. Because it's so compact, it's very hard to lose to disarmament in the midst of battle.


War Cyber Dagger: with a handle at 4" and a blade topping out at 12", this knife is a terror to those who live long enough to speak of it. Favored by the military as the standard equipment combat knife, it uses three charges and attacks to deal 2d4 damage, costing 2 Cell Charge units each time. This knife is almost specifically military issue, rarely found by civilians.

MEDIUM: Users take a -5 penalty to attack rolls for each listed feat they don't have: 'Melee Proficiency: Light', 'Melee Proficiency: Medium'


Energy Katana: Using 3 units a Charge and dealing an impressive 1d10 damage, this sword speaks for itself. Favored by higher ranking military members and the vast majority of Bodyguards, this is the quintessential melee weapon for open combat.


Shock Club: This is the futuristic equivalent of a flail, complete with studded ball, metal cord, and mechanized handle. Able to deal 1d4 nonlethal damage without any sort of charge, when charged it shoots an electric current through the cable into the studs of the flail's sphere. The now electric studs use up three energy units per use, and deal 1d8 damage.


Med. Energy Axe: With an elongated handle that allows for one or two handed wielding, this axe uses 3 Units to deal 1d8 damage. This is rarely seen in today'ss day and age and is more often used by Dwarves and Cybersmiths than anything as their fallback melee weapon.


Energy Lance: The standard equipment for the Bodyguard's Royalty Division, because of their mounts. This lance is specially crafted to be as tall as the user, and is adorned personally with patterns etched into the steel that glow blue when activated. This lance uses up 3 charges to deal 3d3 damage.


D.Cell Mod: After a particularly disastrous failure on the part of the Royal Bodyguard to protect the Ambassador during a routine trip to a neighboring metropolis, investigation of the bodies revealed almost all died while attempting to inject a Fuel Cell (reload). Thus, rather than think of it too deeply, they decided 'more is better' and started designing a more expensive model that could hold two Cell Charges allowing up to 16 consecutive attacks without reloading.

HEAVY: Users take a -5 penalty to attack rolls for each listed feat they don't have: 'Melee Proficiency: Light', 'Melee Proficency: Medium', 'Melee Proficiency: Heavy'.


Energy Broadsword: A sword that can oftentimes be as tall as the wielder, sometimes called the 'Cloudsword' because some history texts refer to such a sword as impossible to wield by anyone other than those that dwell in Clouds (or something like that; no scientist has ever truly been able to decipher the text). The sword must be wielded with two hands and uses 6 units of Cell Charge a strike to deal 2d8 damage.


Power Axe: The mightiest of axes, this gargantuan monstrosity deals a colossal 3d6 damage at 8 charges a strike. Naturally, due to this, there is...


D. Cell Mod: As Power Axes were predominantly used by Generals of War on the battlefield, they needed the ability to hold more charge in order to facilitate more than three strikes a charge. Though still not much, developers figured six was better than three.


Wave Hammer: Ancient texts often speak of a mythical weapon able to literally disperse gravity itself, called the Gravity Hammer. While the antigravity technology has not yet been fully weaponized, scientists have discovered what the cause probably was for such a powerful weapon; a primitive Wave Technology. The Wave Hammer, as it's called, stores and compresses the air itself and releases the highly condensed air in the form of a shockwave that throws everyone in the vicinity, wielder included, in a direction directly away from the hammer's head. The concussive blast deals 2d6 nonlethal splash damage to anyone in a radius of 2 yards, costing 4 units of Cell Charge. On top of a damaging effect, the shockwave throws everyone caught in it back about fifteen feet depending on how large they are; some creatures may just fall back a few feet on their backside. The weilder takes no damage, but still flies back a couple feet. The shockwave's ability to throw people off their feet into the air gave the Hammer the appearance of dispersing gravity.


Power Flail: Essentially a two-handed, larger version of the Shock Club, this has the same effects multiplied twofold. At the cost of 6 units of Cell Charge, it can deal 2d8 damage yet retains the option to strike with no charge for 2d4 nonlethal damage. This flail is long enough to strike foes up to ten feet away and must be wielded with two hands.

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