Melee weapons are capable of dealing tremendous amounts of bleeding damage and penetrating armor that was designed exclusivity for high energy projectiles instead of high impact weapons.
Bludgeoning weapons are seldom seen, but are very effective at braking bones if the armor is to hard to slash, pierce or shoot bullets through. That, or it could also be used to sunder it.
Melee ignore all Damage Reduction and Armour Health, but not Hardness, which androids, machines and all objects may have.
Melee Weapons have the following entries:
- Size of weapon: Light Weapons can only be worn in one hand and gain 1/2 your Str as damage; Medium Weapons can either be worn in one or two hands giving you 1 or 1 and 1/2 your Str as damage; Heavy Weapons are two handed and give you 1 and 1/2 as damage.
Note: Using a weapon on your off-hand reduces bonus from Str by 1/2.
- Type of damage: Slashing, Piercing or Bludgeoning
Class they ignore against armors that can are exclusivity designed against high energy projectiles instead of high impact weapons.
Piercing or Slashing
Damage: 1d6 1/2 Str 19-20 x2
Damage: 1d12 + 1 1/2 19-20 x2
Damage 1d8 + 1 1/2 Str 19-20 x2
Tungsten carbide, Diamond Tiped Rapier
This special make rapier is slightly heavier than normal and has an X cross section design that maximizes it’s rigidity.
Special: +3 Attack
Damage 1d8 + 1 Str 18-20 x2