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> Custome built melee weapons, what's in your wallet?
iategod
post Jun 19 2010, 10:33 PM
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I saw a thread a few weeks back discussing "fun" made up weapons which quickly fell into a battle for creating a belt feed full auto nade launcher. I thought it would be more interesting if we created melee weapons for 4e. As i'm not a GM i can't assign stats (nor do i have a clue where to start), i sorta just mimic a weapon currently in the book.

  1. a large boat chain with an anchor (kusarigama)
  2. single helicopter blade fashioned to a sword (sword)
  3. brass knuckles made out of car rims (hardliner gloves)
  4. a parking meter (club)


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Xahn Borealis
post Jun 19 2010, 10:49 PM
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As in improvised melee weapons? They's in Arsenal.
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Tanegar
post Jun 19 2010, 10:57 PM
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Yeah, but the real question is: how would you make a full-auto belt-fed sword launcher?
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Yerameyahu
post Jun 19 2010, 11:00 PM
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Very carefully.
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Dumori
post Jun 19 2010, 11:37 PM
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Dose my invisable vibro weapon focus count.... Its a vibro sword in the form of an arming sword. Your RPG longsword for the none medieval weapon nuts. With a custom grip and chameleon coating.
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Xahn Borealis
post Jun 19 2010, 11:42 PM
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What about a knife or sword with a built in cybergland? I.E. there's a compartment for inserting a toxin, which can be triggered to leak through pores in the blade? This makes it easier to 'coat' the blade with the toxin of choice.
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Tymeaus Jalynsfe...
post Jun 20 2010, 12:58 AM
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QUOTE (Xahn Borealis @ Jun 19 2010, 04:42 PM) *
What about a knife or sword with a built in cybergland? I.E. there's a compartment for inserting a toxin, which can be triggered to leak through pores in the blade? This makes it easier to 'coat' the blade with the toxin of choice.


That is indeed an interesting idea...

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Xahn Borealis
post Jun 20 2010, 01:36 AM
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QUOTE (Tymeaus Jalynsfein @ Jun 20 2010, 01:58 AM) *
That is indeed an interesting idea...

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It first occured to me when I was thinking of using nanotech with it... carcerand plus, anyone?
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Tymeaus Jalynsfe...
post Jun 20 2010, 01:40 AM
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QUOTE (Xahn Borealis @ Jun 19 2010, 06:36 PM) *
It first occured to me when I was thinking of using nanotech with it... carcerand plus, anyone?


I like... Not sure if my GM would like it , but I do...

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iategod
post Jun 20 2010, 01:43 AM
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QUOTE (Xahn Borealis @ Jun 20 2010, 12:42 AM) *
What about a knife or sword with a built in cybergland? I.E. there's a compartment for inserting a toxin, which can be triggered to leak through pores in the blade? This makes it easier to 'coat' the blade with the toxin of choice.


That is a great idea. It doesn't have to stop there. A chain weapon, one side a sai (disarm bonus, choose p or s damage) the other end a weight spike mace ball with a cybergland, insert fav aerosol poison.
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Tanegar
post Jun 20 2010, 01:56 AM
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QUOTE (iategod @ Jun 19 2010, 09:43 PM) *
That is a great idea. It doesn't have to stop there. A chain weapon, one side a sai (disarm bonus, choose p or s damage) the other end a weight spike mace ball with a cybergland, insert fav aerosol poison.

*pictures Gogo Yubari with a pink mohawk*
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Daylen
post Jun 20 2010, 01:59 AM
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I like the idea of a knife coated in nasty nanites... cutters perhaps programmed to go after lipids...

Note: cell membranes are made of lipids.
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Hand-E-Food
post Jun 20 2010, 01:59 AM
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One of my players wanted to have an epi-pen, a spring-loaded syringe, for a weapon. I simply took a Survival Knife and replaced all of it's features with a toxin reservoir. Injection toxins only take effect if 1 physical damage remains unresisted. Contact toxins take effect if the damage is physical (ie. more than the impact armour), even if it is resisted.

Epi-pen: exotic melee weapon, (STR/2+1)P + toxin, AP-1, toxin purchased separately.
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iategod
post Jun 20 2010, 02:05 AM
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QUOTE (Hand-E-Food @ Jun 20 2010, 02:59 AM) *
One of my players wanted to have an epi-pen, a spring-loaded syringe, for a weapon. I simply took a Survival Knife and replaced all of it's features with a toxin reservoir. Injection toxins only take effect if 1 physical damage remains unresisted. Contact toxins take effect if the damage is physical (ie. more than the impact armour), even if it is resisted.

Epi-pen: exotic melee weapon, (STR/2+1)P + toxin, AP-1, toxin purchased separately.


1 shot at a time?
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Hand-E-Food
post Jun 20 2010, 02:50 AM
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QUOTE (iategod @ Jun 20 2010, 12:05 PM) *
1 shot at a time?

How do you mean?

It can't be used to make two attacks per round but the knife is self-saucing, so-to-speak. It has limited ammo, probably 4 doses, and has an easily replaceable cartridge. The player in question has fairly average melee skill, so we haven't bothered balancing this too much. His character doesn't have the strength to puncture anything as think as an Armour Jacket, making them virtually immune to the toxin.
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Yerameyahu
post Jun 20 2010, 02:54 AM
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I feel like no nano is needed. It's just toxin on a knife.
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crash2029
post Jun 20 2010, 03:52 AM
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I have had a few characters who carried syringes loaded with narcojet for nonlethal sentry removal. I use infiltration to approach, subduing combat to grapple, then hold until the drug kicks in.
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da Loof
post Jun 20 2010, 04:11 AM
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I have an adept who has custom-made monofilament throwing knives which release a shock after the knife makes contact, dealing both physical and stun damage.
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Yerameyahu
post Jun 20 2010, 04:23 AM
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Psh. In every case in the book where there would be damage + shock, it clearly says you don't get both. Try damage + toxin instead, that's slightly more defensible.
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Neraph
post Jun 20 2010, 04:31 AM
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QUOTE (Yerameyahu @ Jun 19 2010, 10:23 PM) *
Psh. In every case in the book where there would be damage + shock, it clearly says you don't get both. Try damage + toxin instead, that's slightly more defensible.

No. What it is is a throwing weapon with the Advanced Saftey (Shocking Discharge). Interestingly, it's an illegal item (RAW standpoint) because Advanced Safteys may only be used on smartguns...

And personally I'd prefer the Explosive Self Destruct on my throwing knives.
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Yerameyahu
post Jun 20 2010, 04:34 AM
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Regardless of the details, I still wouldn't expect any damage-type-1 + damage-type-2 to work. No bullets that explode after entry, no punch & zap shock gloves, etc.
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Neraph
post Jun 20 2010, 04:39 AM
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QUOTE (Yerameyahu @ Jun 19 2010, 10:34 PM) *
Regardless of the details, I still wouldn't expect any damage-type-1 + damage-type-2 to work. No bullets that explode after entry, no punch & zap shock gloves, etc.

This is how it works:
1) You throw weapon at person. It deals P damage.
2) Weapon now functions as defined by Advanced Safety, and shocks them.

EDIT: To expand slightly, both attacks do not happen simultaneously. It is a physical damage attack followed up by a seperate stun damage.
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Yerameyahu
post Jun 20 2010, 04:42 AM
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Right. That's exactly why I wouldn't think it would work. The game doesn't seem to like anything like that. Otherwise, I want all my bullets to be poisoned minigrenades, plz.
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Xahn Borealis
post Jun 20 2010, 05:07 AM
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QUOTE (Yerameyahu @ Jun 20 2010, 03:54 AM) *
I feel like no nano is needed. It's just toxin on a knife.



Yes but some nanoware counts as toxins when applied with Injection vector.
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Yerameyahu
post Jun 20 2010, 06:30 AM
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Oh, sure. I meant that nano-pores or some such contrived explanation wasn't *required* to make that concept work.
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