Shadowrun

Shadowrun General => Gear => Topic started by: LonePaladin on <04-27-11/0642:45>

Title: Melee Weapon Modifications
Post by: LonePaladin on <04-27-11/0642:45>
While looking through Arsenal's rules on weapon modding, I realized that there are only a few mods that can be applied to melee weapons: custom look, gecko grip, and personalized grip. So, I thought I'd see about expanding this list a bit, see if I could come up with some useful items. (I'm aware that dikote has been essentially removed from the rules.)

Here goes. Nitpick, suggest other options, or run in a different direction, as you will.


ModificationSlotsThresholdToolsCostAvailabilitySpecial Skill
Integrated Firearm
3
20
ShopAs firearm
As firearm
Mercurial
4
24
FacilityWeapon Reach × Weapon Cost × 2
14
Monowire Edge
1
16
Shop(Weapon Reach + 1) × 100
8R
Spikes/Serrations
1
10
KitWeapon Cost / 10
2
Toxin Delivery
1
8
KitWeapon Cost / 10
6R
Title: Re: Melee Weapon Modifications
Post by: GeLrIrToCrH on <04-27-11/0956:36>
I like everything you're saying here  :D
Title: Re: Melee Weapon Modifications
Post by: Mäx on <04-27-11/1026:13>
I realized that there are only a few mods that can be applied to melee weapons: custom look, gecko grip, and personalized grip.
And chameleon coating, easy breakdown, metahum customization, reduced weight, skinlink, lanyard, tracker and underbarrel weapon(witch kinda removes the need for that first mod in your post)
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-27-11/1111:14>
Okay, chalk those up to "didn't see as useful" then. Though I really can't think of why someone would want a skinlink, and 'reduced weight' really has no benefit for a melee weapon. As for underbarrel weapons, yeah, I caught that -- just decided that it needed its own name, what with most melee weapons lacking a barrel and all.

One issue with Easy Breakdown, though: most melee weapons are designed to be a single piece of metal/wood/whatever, possibly with some attachments. If something is meant to be banged against something unyielding, involving multiple parts gives it weak points, risking it coming apart in use. (It would be like swinging a stack of Lego blocks against a table; it's bound to break up.) The rules don't actually address that, though, so it's one of those 'up to the GM' things I guess.

Still, thanks for spotting those. Carry on.
Title: Re: Melee Weapon Modifications
Post by: Sid on <04-27-11/1208:49>
LP, have you read The Book of the New Sun? :D (Gene Wolfe, 1980+)
I dare say it's the origin of mercurial weapons in fantasy / sci-fi / other, and a good read at that. Terminus Est (mercurial weapon of note) also had the drawback of not reacting well to high frequency sounds, and required greater strength to avoid overbalancing with the shifting weight.

*edit* for details
Title: Re: Melee Weapon Modifications
Post by: John Shull on <04-27-11/1227:39>
I like having expert weapon making legend storylines.  Like when the Bride, Beatrix Kiddo, goes sword hunting in Japan in Kill Bill.  Weapons with a lineage and history make the story work better.  Some weapons are almost characters in themselves.   Sword in Ladyhawke was a family blade where all who carried took up a task or quest and put gems in pommel, grip, and crossguard upon completion.   
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/1427:08>
Any gunsword or similar variants in SR is grounds for immediate random sniper headshot.


At least, that's how I feel on the subject.


However, taking two double-barrel shotguns and sticking them together ala Phantasm gets a big thumbs up!
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-27-11/1433:50>
Any gunsword or similar variants in SR is grounds for immediate random sniper headshot.
How about mounting a shotgun onto a spear?
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/1436:04>
Roll Perception (120) to notice the glint off of the scope...
Title: Re: Melee Weapon Modifications
Post by: Chrona on <04-27-11/1535:04>
Pitchfork Shotgun
FTW
(http://images.wikia.com/deadrising/images/e/e9/Boom_stick.jpg)
Title: Re: Melee Weapon Modifications
Post by: ARCimedes on <04-27-11/1739:01>
Any gunsword or similar variants in SR is grounds for immediate random sniper headshot.


At least, that's how I feel on the subject.


However, taking two double-barrel shotguns and sticking them together ala Phantasm gets a big thumbs up!

Actually mounting a gun onto a sword was already done historically. I guess as firearm technology improved, though, they decided the sword was useless. Why bother with the sword when you can fire full auto on someone?

How about mounting a shotgun onto a spear?

Ah, a spear with a shotgun mounted on it, a la Kinkaid from the Harry Dresden series. It seemed to be most effective against hell hounds.
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-27-11/1819:13>
It's called a "Bayonet", people.  They're still issued today.  :P
Title: Re: Melee Weapon Modifications
Post by: Dead Monky on <04-27-11/1829:41>
Yup.  The idea of attaching a blade to a gun (or vice versa) has been around since at least the 17th century.  Probably before that.
Title: Re: Melee Weapon Modifications
Post by: Simagal on <04-27-11/1835:45>
The whole gun with blade idea diminished with multi shot, rapid reload weapons. With the exception of the bayonet.
Title: Re: Melee Weapon Modifications
Post by: Dead Monky on <04-27-11/1837:50>
True.  Though I find it a fault of human imagination that the trend didn't return as soon as the chainsaw was invented.
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-27-11/1846:38>
True.  Though I find it a fault of human imagination that the trend didn't return as soon as the chainsaw was invented.
Until "Gears of War" came out.
Title: Re: Melee Weapon Modifications
Post by: Simagal on <04-27-11/1933:19>
True.  Though I find it a fault of human imagination that the trend didn't return as soon as the chainsaw was invented.

I could not agree more.
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/1946:37>
Any gunsword or similar variants in SR is grounds for immediate random sniper headshot.


At least, that's how I feel on the subject.


However, taking two double-barrel shotguns and sticking them together ala Phantasm gets a big thumbs up!

Actually mounting a gun onto a sword was already done historically. I guess as firearm technology improved, though, they decided the sword was useless. Why bother with the sword when you can fire full auto on someone?

How about mounting a shotgun onto a spear?

Ah, a spear with a shotgun mounted on it, a la Kinkaid from the Harry Dresden series. It seemed to be most effective against hell hounds.

If we were playing a game that took place with such a weapon would be useful, obviously I wouldn't care.  Bayonets were for jabbing people after you shot your musket.  Swords in 2073 don't belong on the barrels of revolvers.

I'd still be ok with bayonets come to think of it.  And while a pitchfork shotgun would be a wonderful weapon to combat a zombie plague, I don't think it will intimidate a troll ganger that much.
Title: Re: Melee Weapon Modifications
Post by: ARCimedes on <04-27-11/2057:55>
If we were playing a game that took place with such a weapon would be useful, obviously I wouldn't care.  Bayonets were for jabbing people after you shot your musket.  Swords in 2073 don't belong on the barrels of revolvers.

I'd still be ok with bayonets come to think of it.  And while a pitchfork shotgun would be a wonderful weapon to combat a zombie plague, I don't think it will intimidate a troll ganger that much.

I agree that a gunsword would be kind of pointless, so to speak. I can see a shotgun spear to stop the charge of the troll ganger and then hit him point blank with the shotgun....
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/2102:24>
I dunno, that crap is almost as bad as the shotgun/cross thing in that awful Tarenteno vampire movie.
Title: Re: Melee Weapon Modifications
Post by: ARCimedes on <04-27-11/2108:33>
I dunno, that crap is almost as bad as the shotgun/cross thing in that awful Tarenteno vampire movie.

That was a Rodriguez movie, actually. And I believe it was supposed to be over the top and silly.
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/2110:30>
Yea but it wasn't.  It was awful (given that opinions are like arses).

Big Trouble in Little China was over the stop and silly, while remaining funny and enjoyable.
Title: Re: Melee Weapon Modifications
Post by: Chrona on <04-27-11/2113:46>
I dunno, that crap is almost as bad as the shotgun/cross thing in that awful Tarenteno vampire movie.

From Dusk till Dawn is awesome and I will always love it. You're entitled to your opinion of course
Title: Re: Melee Weapon Modifications
Post by: ARCimedes on <04-27-11/2119:17>
Yea but it wasn't.  It was awful (given that opinions are like arses).

Big Trouble in Little China was over the stop and silly, while remaining funny and enjoyable.

Though I don't think From Dusk Till Dawn was awful, Big Trouble in Little China rocked. I had a minor NPC in a Shadowrun game named David Lo Pan, who ran the Wing Kong Exchange shipping company. I am not sure if the party caught the reference and they never met him, so no ten foot tall roadblocks or basket cases in wheel chairs.
Title: Re: Melee Weapon Modifications
Post by: bigity on <04-27-11/2353:50>
I dunno, that crap is almost as bad as the shotgun/cross thing in that awful Tarenteno vampire movie.

From Dusk till Dawn is awesome and I will always love it. You're entitled to your opinion of course

Different strokes and all.  The only parts I liked was Cheech's little spiel and Selma Hayek.  Rawr.
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <04-28-11/0125:05>
  • Mercurial: This modification, only available for larger melee weapons (those with a reach of 1 or more), involves reforging the weapon with a narrow, hollow channel throughout its length, with a reservoir set in the handle. The reservoir is filled with a dense fluid (typically mercury); when the weapon is swung with enough force, the fluid inside rapidly shifts down the channel, imparting additional kinetic energy and increasing the weapon's Damage Value by an amount equal to the weapon's Reach (larger weapons benefit more). [And, yes, this is partly inspired by another RPG -- in SR, however, this sort of thing is entirely possible.]
   
First off I LOVE the mercurial mod you purpose. mostly because it's genus :D.
  • Monowire Edge: Available only for bladed weapons, this modification attaches a length of low-grade monofilament to the weapon's edge, improving its AP value by –1.

Second, I completely agree with the Monowire edge. indeed I believe I've seen it in shadow run fiction. (which is why I've wondered why it wasn't in Arsenal or the core books as a modification).
   
  • Spikes/Serrations: Sometimes, what matters most in hand-to-hand combat is dragging as much of your weapon as possible across the other guy. For those times, having extra surfaces specifically for snagging unprotected bits is the way to go. This modification gives blades a serrated edge, or adds spikes to the business end of a club. Taser-type clubs do not benefit from this modification, nor do blades with monowire. Serrations or spikes add +2 to the Damage Value, but worsen the AP value by +2.
I don't agree with this though. Just because it's serrated doesn't mean it should lose AP. I would say that if anything, the AP remains at base but instead Impact armor is 1.5x value against it. (in the interest of balance.), but adds the DV + 2. As for spikes it would make even less sense to raise the AP as those spikes would actually increase the AP. (focusing the kinetic energy of a blow into a spiked point should seriously increase the AP.)

But all of that is just my opinion anyway.  ;D I'm glad this topic was finally made! :)
Title: Re: Melee Weapon Modifications
Post by: Medicineman on <04-28-11/0214:55>
Mercurial Mod ....Hmmm
What If You Parry or Block with such a Weapon. It should be much more difficult because the Weight change tampers with parrying
So it should get at least -1 per Size Category
And I don't really think that + 100-200 Grams of Mercurial justify a +1 or even +2 to Damage
(ImO it was Silly with D&D its even sillyer with SR. The other Mods I like though :) )

with an unbalanced Dance
Medicineman
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-28-11/0329:53>
Just because it's serrated doesn't mean it should lose AP. I would say that if anything, the AP remains at base but instead Impact armor is 1.5x value against it. (in the interest of balance.), but adds the DV + 2. As for spikes it would make even less sense to raise the AP as those spikes would actually increase the AP. (focusing the kinetic energy of a blow into a spiked point should seriously increase the AP.)
You're misinterpreting it, a little. See, the reason I made the AP get worse when you put spikes on something, or serrations, is because the actual damaging part is spread out over a wider area, meaning that armor would have more opportunities to get in the way. Also, it's a balancing thing, 'cause putting some spikes on a club isn't really that hard to do.

If the weapon were getting a single, large spike, then yeah, give it better AP. This mod isn't focusing into a point, like you said, it's dividing it between half a dozen or more. So, it hurts more, but armor tends to work better against it. Against some wageslave in his oh-so-trendy business suit? That guy's going to wish he hadn't gotten in the way.

Regarding mercurial weapons. In all honesty, I threw this one in because I was starting to get a little strapped for ideas on how you could alter a melee weapon. At least, in a way that hadn't already been done to death. Technically, the liquid inside doesn't have to be mercury, especially in a world with nanotech and high-end chemistry -- what matters is that the liquid is dense, and heavy, and won't get gummed up.

To reflect how shifting weight can affect kinetic energy, try this little experiment. Take a 1-liter soda bottle, and hit something yielding with it (like, say, a loaf of bread). Make a mental note of what the bottle does to it, then drink about 2/3rds of the contents. Take another swing at it, this time letting the remaining liquid swing out to the end of the bottle. Odds are it'll hit harder, even though it's lost some mass.

There are modern examples of this sort of experimentation, mainly in the manufacture of golf clubs and baseball bats. They've also tried things like having a loose ball bearing trapped in the shaft.

So, any ideas on other possible mods? Maybe some things calling on SR tech that I haven't thought of?
Title: Re: Melee Weapon Modifications
Post by: Sid on <04-28-11/0344:12>
Linked (http://en.wikipedia.org/wiki/Terminus_Est), for your (reading) pleasure. I think it makes more sense when you don't take mercurial literally and consider the balancing fluid to be mercury. (personal preference is to ignore D&D, unless it has something that does not originate from somewhere else ... let me know when that happens)

In theory, it should be relatively easy to lift past the horizontal, as the balance of weight shifts to the hilt when the blade is highest. Missing could leave you open with blade down and weighted at the far end, though. Swinging it like a normal weapon of the same type would be unwieldly, to say the least.
Perhaps some penalties with the weapon that could be negated by taking a relevant Exotic Melee Weapon skill. The alternative of simply being very strong, in retrospect, seems a bit self-serving.
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-28-11/0355:53>
If we did that, threw in some restrictions on use or penalties for missing, I'd want to make the benefits higher -- in most cases, it's only adding 1-2 to the DV, which isn't really much.
Title: Re: Melee Weapon Modifications
Post by: Xzylvador on <04-28-11/0357:08>
Seem to be missing Ceramic/Plasteel Components as useful melee weapon mods; you know, in case you want to use something else than a ceramic knife.
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <04-28-11/0417:33>
You're misinterpreting it, a little. See, the reason I made the AP get worse when you put spikes on something, or serrations, is because the actual damaging part is spread out over a wider area, meaning that armor would have more opportunities to get in the way.

I can see where you got that and how it would work balance wise, but I'm not sure that it would work that way. Serrations allow for a sawing motion to be added in to a cut, which to me would give it the chance to tear through flesh and armor better. as far as the damaging surface of a blade being spread out, that's basically true for any cutting weapon. the length of the blade no matter how sharp, will be spreading the actual force across it's whole length that is making contact with the target, the only way to avoid that, is to stab and thrust, or use a smaller sharpened area to attack with. You might say this doesn't make sense after watching a katana sheer through something, but that has more to do with the style of it's use than it's sharpness. (if necessary I'll try and explain that in a PM.) Where serrations actually start to become a hindrance is when you start talking about where they land. I can tell you from personal experience that trying to remove a serrated blade that is stuck on thick bone is a serious pain for both parties. Another thing I dislike about them is that they are impossible to sharpen with out special tools in most cases. >:(

So, any ideas on other possible mods? Maybe some things calling on SR tech that I haven't thought of?

Off the top of my head nothing terribly impressive (imo anyway).
I've had a few Ideas that seemed like they might be good, but I'm not sure about. :-\

for instance, a smartlink type program for melee weapons. It would in theory use a runner's data feeds from sensors, (eyes etc.) to work out weaknesses in an enemies fighting style or armor, allowing for a making a called shot -1 rather than -2 DP and giving them a +1-2 DP while using said weapon in melee combat. it would project via it's program a HUD for your cybereyes, contacts, or wherever you store your vision modifications.

ways of coating a melee weapon: with either toxins or with existing nano tech to deliver focused doses of nano machines, RFID tags or toxins inside a target. the nano machines and toxins explain themselves, but the RFID tags would be helpful if you needed to track the person if they got away. somehow. Just have the tags screaming at every node the pass by relaying to you where they go (I know you could shoot them with a RFID tag from a gun, this is another option.)

Seem to be missing Ceramic/Plasteel Components as useful melee weapon mods; you know, in case you want to use something else than a ceramic knife.
I do like this one though.^ :D

most of my Ideas focus around weapon design more than modification. ex: The better it's built, the less mods are required to mitigate it's function.
Title: Re: Melee Weapon Modifications
Post by: KarmaInferno on <04-28-11/1530:48>
I dunno, I thought the Mercurial idea was silly when I first saw it in D&D, and I still think it's silly.

Hey, let's put a borehole right down the center of the strongest part of the blade! I'm sure nothing could go wrong!



-k
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-28-11/1553:56>
Oh, yeah, never meant to imply that it wasn't at least a little bit odd. It wouldn't be the first time something like that's turned up in SR, though. Things like voice-response on weapons, or modding a van into a blimp (dumb, but possible).
Title: Re: Melee Weapon Modifications
Post by: GeLrIrToCrH on <04-28-11/1623:05>
I just remembered reading a piece of shadowrun fiction that had a character with a cyberarm that had a mercury reservior that gave it more punching power. I think it was written by Jason Hardy actually.
Title: Re: Melee Weapon Modifications
Post by: Sid on <04-28-11/1637:55>
This is the same setting that has Victorinox making floppy blades that only begin to harden after you unsheathe them fully. "Memory steel". Any ideas on bringing that to weapon mod scale?
Title: Re: Melee Weapon Modifications
Post by: ARCimedes on <04-28-11/1703:26>
This is the same setting that has Victorinox making floppy blades that only begin to harden after you unsheathe them fully. "Memory steel". Any ideas on bringing that to weapon mod scale?

Check out the Victorinox Memory Blade on page 16 or Arsenal and the Flick Bayonet and SmartStaff on page 153 of War! I would think that making the weapon out of memory steel might preclude certain other adaptations, though.
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-28-11/1818:27>
This is the same setting that has Victorinox making floppy blades that only begin to harden after you unsheathe them fully. "Memory steel". Any ideas on bringing that to weapon mod scale?
Sorry, I just have to squeal like a little Schoolgirl when I think about Swiss Army Swords.

I wonder what other items are attached to the belt buckle/handgrip.   ;D
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-28-11/2322:38>
Or turned into a modular cyberlimb attachment.
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-28-11/2334:56>
Or turned into a modular cyberlimb attachment.
Victorinox Swiss Army Cybernetics?

Certainly would be a big jump for the company, but might be in line with what they do.
Title: Re: Melee Weapon Modifications
Post by: JimJungle on <04-29-11/0114:43>
You could take the idea for the mercurial sword with the hollow blade and add in a flammable gas or liquid, and you got a fire blade. Or take a solid blade, add a rubber handle and put a battery in the handle to give the blade an electric charge. Or use the fire blade schematics and put in liquid nitrogen instead, for a freeze blade. Although that would probably make it brittle and shatter. In the end, the hollow tang sword, has multiple uses, poison included. How about a weapon that can be used to channel Elemental Strike?
Title: Re: Melee Weapon Modifications
Post by: EmperorPenguin on <04-29-11/1301:22>
Swords of fire, lightning and ice... might as well just pick up a +2 longsword of speed...
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-29-11/1313:34>
Swords of fire, lightning and ice... might as well just pick up a +2 longsword of speed...
That's why I wanted to stay away from the Star Wars D20 system.  I really loathed the idea of a +1 Blaster of Sith Slaying.  :P

Anyhow, doesn't D20 give you cancer?  And is a reason for Your Friend And Mine, The Computer, to summarily execute you?  And slots dragons off enough for them to eat you?
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <04-29-11/1442:51>
Yeah, I'm trying to keep away from the obvious stuff there. I'd considered the idea of incorporating some sort of auto-injector into a bladed weapon, to allow for the addition of things like MAO or Narcojet into an attack, but I'm not sure if that would be going overboard.
Title: Re: Melee Weapon Modifications
Post by: GeLrIrToCrH on <04-29-11/1541:01>
In the realm of weapon mods, there is no such thing as overboard...
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-29-11/1557:07>
Monofiliment Chainsaw Bayonet.
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <04-29-11/1626:05>
Monofiliment Chainsaw Bayonet.
:o Don't roll a critical glitch. ;)
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-29-11/1848:28>
Monofiliment Chainsaw Bayonet.
:o Don't roll a critical glitch. ;)
It's all in how you deal with the situation.  Even if you roll a critical glitch, you'll never have to buy a drink ever again.   :P
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <04-29-11/1854:47>
Monofiliment Chainsaw Bayonet.
:o Don't roll a critical glitch. ;)
It's all in how you deal with the situation.  Even if you roll a critical glitch, you'll never have to buy a drink ever again.   :P
HA! you probably won't have to anything again. ;D
Title: Re: Melee Weapon Modifications
Post by: Xzylvador on <04-30-11/0807:36>
Monofiliment Chainsaw Bayonet.
:o Don't roll a critical glitch. ;)
It's all in how you deal with the situation.  Even if you roll a critical glitch, you'll never have to buy a drink ever again.   :P
HA! you probably won't have to anything again. ;D
Is burial/cremation and the funeral part of lifestyle cost?
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-30-11/1132:29>
No, but your Chummers selling your body parts usually is.  :P
Title: Re: Melee Weapon Modifications
Post by: Rockopolis on <04-30-11/1351:56>
An underbarrel melee weapon on your melee weapon?  Yo dawg I think Devil Hunter Yokho had something like that, an axe-sword.

Slightly more seriously, how about a flashlight?

An extendable grip, to give more reach, like a long-barrel mod?
Title: Re: Melee Weapon Modifications
Post by: CanRay on <04-30-11/1356:16>
How about a Taser built into a Melee Weapon.  Oh, wait, been done.
Title: Re: Melee Weapon Modifications
Post by: Sid on <04-30-11/1427:23>
Slightly more seriously, how about a flashlight?

An extendable grip, to give more reach, like a long-barrel mod?
Telescoping staff / two flashpaks?
Title: Re: Melee Weapon Modifications
Post by: JimJungle on <05-01-11/0359:22>
Explosive Throwing Knives is what i want.
Title: Re: Melee Weapon Modifications
Post by: Chrona on <05-03-11/1824:10>
Explosive Throwing Knives is what i want.
We call it missle mastery+knife+ductape+minigrenade with airburst
Title: Re: Melee Weapon Modifications
Post by: KarmaInferno on <05-03-11/2027:09>
Explosive Throwing Knives is what i want.

Advanced Security weapon mod with explosive option. Install the glue trap as well for additional hilarity.



-k
Title: Re: Melee Weapon Modifications
Post by: Chrona on <05-03-11/2058:23>


Advanced Security weapon mod with explosive option. Install the glue trap as well for additional hilarity.


very nice, pricey, higher avail, but nice
Title: Re: Melee Weapon Modifications
Post by: KarmaInferno on <05-03-11/2117:25>
Came from a discussion on how to make various Batarangs. With the Electric Shock option it becomes a knockout Batarang.



-k
Title: Re: Melee Weapon Modifications
Post by: Rockopolis on <05-06-11/2032:29>
I liked the survival knife, with the trauma patch, the compass, and...what else did it have?

Hey, were there rules for having a poison dispenser in your melee weapon?
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <05-25-11/1404:12>
That would be another good one: a drug/toxin delivery system. 'Course, blades would work differently than clubs, but all it would affect would be which toxins could be used (contact vs. injection). I'd say in terms of what's needed for the mod, they'd be the same for both types.

I'll edit the first post with my suggestion on the numbers involved.
Title: Re: Melee Weapon Modifications
Post by: Gothan on <05-26-11/1725:51>
www.waspknife.com

Real tech.  Attach it to spurs; forearm blades, ala Assassin't Creed; just about any melee weapon engineered to pierce.  I know they statted it in Armory Revisited for White Wolf.  May have to reread and port it over to SR.
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <05-26-11/1922:44>
Ouch. That looks like a nasty dose of medicine.

Let me know what the stats look like, if you want me to come up with a conversion.
Title: Re: Melee Weapon Modifications
Post by: Shadow Wolf on <05-26-11/2007:39>
I Know that the wasp knife is in Eclipse Phase, but i guss that won't help with SR :-\
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <05-26-11/2022:37>
I'm thinking that the cost will have to depend on the weapon's Reach, since a longer blade would make for more work. I'm just not sure about the game mechanics behind the "poof" effect.
Title: Re: Melee Weapon Modifications
Post by: Gothan on <05-26-11/2156:19>
The White Wolf version does normal knife.  If you score three successes you may discharge the cartridge and do an automatic 4 lethal damage on top.  Shouldn't be too hard to port over. 
Title: Re: Melee Weapon Modifications
Post by: CanRay on <05-26-11/2159:23>
I still want a Monofilament Chainsaw Bayonet.   8)
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <05-26-11/2202:24>
Hm. How about this?

If an attack with a WASP blade is a critical success (i.e., it scores at least 4 net hits) and inflicts at least one box of Physical damage, the wielder may discharge the reservoir as a Free Action. Doing so inflicts 8P damage, resisted with half Impact armor -- and worn armor is ignored, only innate armor (from magic, adept powers, augmentations, or racial advantages).
Title: Re: Melee Weapon Modifications
Post by: Medicineman on <05-27-11/0034:59>
It's an unwritten LAW that You can't do Damage twice with a single Attack.
If the Poison works at the Beginning of the next Round it might be OK ImO
(Well the Part with the injected Poison, not the part with the automatic Damage)

with a Bees Dance
Medicineman

Looks down to CanRay's Post and grins  ;D
Title: Re: Melee Weapon Modifications
Post by: CanRay on <05-27-11/0036:14>
It's an unwritten M72?
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <06-13-11/1450:36>
Oh do you suppose it's possible to "over charge" taser type weapons? it would make shock gloves or baton's more effective, and totally seems possible.
Title: Re: Melee Weapon Modifications
Post by: LonePaladin on <06-13-11/1510:19>
It's an unwritten LAW that You can't do Damage twice with a single Attack.
If the Poison works at the Beginning of the next Round it might be OK ImO
(Well the Part with the injected Poison, not the part with the automatic Damage)
Um, wait, what?

If it's "unwritten", then how can it be a "LAW"?

The whole point of one of these knives is to have an additional effect if the weapon penetrates; I reflected that by requiring a good attack roll (i.e., a critical success), and by requiring it to do actual physical damage. Anything other than these two circumstances could be read to mean that the blade didn't penetrate. Requiring the wielder to wait until their next turn would give the target plenty of time to get that knife out of them, rendering it useless.

And it's not an injected poison, it's not even a toxin at all by the rules -- it's a burst of high-pressure, super-cooled air. It does its damage through sheer pressure, as well as flash-freezing any nearby tissue.

If you want to cite items in the rulebooks that point out why this shouldn't work this way, then by all means do so -- but please include the book (and, hopefully, the page number). If you have a personal issue against the weapon mod, then either don't use it or suggest something else. But please don't quote "unwritten LAWs" when arguing against a proposed house-rule.

Teyl: I'll think about the idea of overcharging a taser, but I'll have to balance it with the general consensus that electricity-based weapons are already very effective.
Title: Re: Melee Weapon Modifications
Post by: Teyl_Iliar on <06-13-11/1523:03>
Teyl: I'll think about the idea of overcharging a taser, but I'll have to balance it with the general consensus that electricity-based weapons are already very effective.
That's very true, It was just a thought. :D
Title: Re: Melee Weapon Modifications
Post by: Thermo on <08-21-11/1805:43>
Personally, I like using dual maces (actually morningstars, but they were dropped from 4e for some reason, I just copied the stats of the maces), and I have them set up with customized grips (+1 attack pool), smartgun/skinlink, and gecko grips activated via skinlink. That way I can smash everything in sight and not have to worry about dropping one due to a glitch or something equally unfortunate. 3 IP's means I can hit 6 targets per round. WHAM WHAM WHAM WHAM WHAM WHAM!  :)
Title: Re: Melee Weapon Modifications
Post by: Earthshaker on <08-22-11/2349:39>

Something to heat the blade ala Predator either via vibration, electrical current or maybe microwave emitter.

I don't know why they haven't made magical weapons other than foci or at least flashier versions of foci.. I mean what mage would be able to resist making a flaming sword I mean c'mon, how cool  would that be, just look on the internet for flaming sword fights and they look awesome.

They could even make the enchantments semi-permanent by binding small spirits to the weapons to keep the magical effect going and thus be able to hand em off to others... Thus would be born Frostmourne!!!. (*ducks*)

Title: Re: Melee Weapon Modifications
Post by: Chrona on <08-23-11/0024:59>
I'm currently making a Possession Tradition Mage/Mystic Adept with a geass that their spirits can only possess bladed weapons, i'll post it if/when i'm done
Title: Re: Melee Weapon Modifications
Post by: JoeNapalm on <08-23-11/1054:47>
Personally, I like using dual maces (actually morningstars, but they were dropped from 4e for some reason, I just copied the stats of the maces), and I have them set up with customized grips (+1 attack pool), smartgun/skinlink, and gecko grips activated via skinlink. That way I can smash everything in sight and not have to worry about dropping one due to a glitch or something equally unfortunate. 3 IP's means I can hit 6 targets per round. WHAM WHAM WHAM WHAM WHAM WHAM!  :)


Smartgun?  ???


-Jn-
City of Brass Expatriate
Title: Re: Melee Weapon Modifications
Post by: Chrona on <08-23-11/1223:53>
Smartgun?  ???
-Jn-
City of Brass Expatriate

See here for hen i asked that too http://forums.shadowrun4.com/index.php?topic=4581.msg68082#msg68082
Title: Re: Melee Weapon Modifications
Post by: JoeNapalm on <08-23-11/1354:25>
Smartgun?  ???
-Jn-
City of Brass Expatriate

See here for hen i asked that too http://forums.shadowrun4.com/index.php?topic=4581.msg68082#msg68082


Wouldn't that simply be a Skinlink?

50¥ vs (2 x Weapon Cost)?

-Jn-
Ifriti Sophist
Title: Re: Melee Weapon Modifications
Post by: Bane on <08-23-11/1447:22>
So I been reading this thread (WITH MY EYES) and one of the things in front reminded me of something. The shotgun/spear thing from page 1 and 2ish.
For fishing, mainly shark hunting, or just shark defense, they have a pole, with an encased shotgun shell at the tip, an a point on it also. Jabbing something makes the encased mechanism for the shell go boom, and tear up whatever you stabbed with the tip. Reloading wiould be annoying in a fight, but it could give you an edge other than your spear tip.
Title: Re: Melee Weapon Modifications
Post by: Thermo on <08-23-11/1504:11>
Smartgun?  ???
-Jn-
City of Brass Expatriate

See here for hen i asked that too http://forums.shadowrun4.com/index.php?topic=4581.msg68082#msg68082


Wouldn't that simply be a Skinlink?

50¥ vs (2 x Weapon Cost)?

-Jn-
Ifriti Sophist

Yeah, I thought that might be an option, but reading the descriptions made it sound like a smart-enabled melee weapon would require a smartgun system (blah blah melee weapon not a gun, use the term you want), and that the skinlink was simply a 50 nuyen accessory to increase security by allowing a direct interface. The description of the gecko grip specifically mentions the smartgun modification, and I figured that the additional cost of the full smartgun system wasn't that big of a deal, especially on a 120 nuyen mace  :)
Title: Re: Melee Weapon Modifications
Post by: JoeNapalm on <08-23-11/1618:05>

A Skinlink is basically a non-wireless user interface...without wires.  ;D

Just my approach, but I'd slave your mace to your PAN hub, and use Skinlink to control the Gecko Grip.

On a weapon, you could use the Smartgun system to control it, because that's the main processor for that device. I guess you could install a Smartgun system on a melee weapon (you can rigger's tape anything to about anything, if you're motivated enough  :P) but using it just to control the Gecko Grip seems like overkill...though I suppose you could use the Gun Cam to record some very entertaining footage for your Macebook page.  :o

-Jn-
City of Brass Expatriate
Title: Re: Melee Weapon Modifications
Post by: Crash_00 on <08-23-11/1643:37>
Well the issue is that Gecko Grip (the modification) specifically says its controlled wirelessly only with smartguns (everything else uses two buttons).

As a GM I'd say just attache it to your PAN and have it work wirelessly fine, but its just another little bug in the books.
Title: Re: Melee Weapon Modifications
Post by: Thermo on <08-23-11/2040:40>
I was also thinking of adding an Advanced Safety System to the mace, along with the explosive self-destruct feature.. pretty funny when someone picks it up, the safety doesn't recognize the user so the wireless smartgun link remains mine, and I arm the self-destruct feature and blow their arm to bits  :)  heck, I could even activate the gecko grip so they couldn't drop it.

"I told you not to mess with my stuff..."
Title: Re: Melee Weapon Modifications
Post by: Thermo on <08-26-11/0901:40>
 
Quote
you could use the Gun Cam to record some very entertaining footage for your Macebook page.  :o

That is the best idea I've heard yet..

"I'm going to beat you to within an inch of your life, and while you're recovering in the hospital I'm going to send you a mix tape"

Macebook page, hee hee