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> Poison Snap Blades, DV Double up (uh uh)
Saint Sithney
post Nov 6 2009, 07:02 AM
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Since we were discussing the potential usefulness of a melee style runner, I got to thinking about weapon mods for hand to hand stuff. Now, besides the personalized grip giving +1 dice, there's really nothing else in 4th ed to help the blade man compete. So, I figure it wouldn't be too difficult to have a poison reservoir in your snap blades or cyberspurs, and just a few canals along the blade's length to hold the poison until it comes off in an opponent's wounds.

So, how do you guys see this going down? Just an auto-injector installed, or should there be more cost/problems? Could this basically be applied to any sheathed weapon? What are the best poisons/toxins to use here?

Personally I think neuro-stun isn't a bad choice. It's contact vector, and if it doesn't knock them unconscious outright, it'll leave them with a doubled up dicepool penalty that should keep them from accomplishing anything. Though, I suppose you could consider getting stabbed with a fistfull of knives an injection of sorts, so the immediate effects of narcojet might be better. Warp, of course, is awesome, but expensive as hell.
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