Melee Weapon Retrofits
Posted: May 9th, 2023, 5:16 pm
Gunblade Retrofits
Gunblade adaptations merge firearms with melee weapons, giving them extended usability, versatility, and lethality.
Name: Pistol Variant
Effect: On a full combo, you may opt to fire the weapon for an additional finishing hit. Only pistol-class weapons can be added to melee weapons with this variant. Deals full damage after a strike/combo. Can only be used with standard Attacks, Dual Strikes, Triple Strikes, etc., not physical Abilities. Uses full pistol statistics (damage, Controlled Shots). A reroll is not necessary.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Pistols only).
Cost: 50% of base weapon + 50% price of selected weapon (Pistols only).
Name: Rifle Variant
Effect: The entire weapon is retrofitted to serve as a moderate ranged weapon when needed. Only Battle Rifle-class weapons can be added. Uses Battle Rifle's statistics when used, at half damage. The shot is rolled with the melee weapon's skill.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Battle Rifles only)
Cost: 50% of base weapon + 50% price of selected weapon (Battle Rifles only)
Name: Vibration Variant
Effect: The weapon is designed so that it can be fired off inside the chamber, dealing less damage than a normal gunblade, but per hit. Only Pistol-class weapons can be added to melee weapons with this Variant. Pistol's damage is halved, then added to total melee damage per hit (if regular melee damage is 2000 and pistol is 1000, deals 2500 damage per hit). Can only be used with regular Attacks, Dual Strike, Triple Strike, etc., not physical Abilities.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Pistols only)
Cost: 50% price of base weapon + 50% price of selected weapon (pistols only).
Name: Thrower Variant
Effect: The weapon is capable of exhausting a burst of chemical after attacking. This requires a fuel source, generally worn on the belt. Thrower damage is halved when used like this, and Ammunition can modify effect, but cannot be exchanged in the weapon. Ammunition must be selected at time of crafting.
DC: 75% of base weapon + (50% DC to Make) of selected weapon (Throwers only)
Cost: 75% of base weapon + 50% price of selected weapon (Throwers only)
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Gunblade adaptations merge firearms with melee weapons, giving them extended usability, versatility, and lethality.
Name: Pistol Variant
Effect: On a full combo, you may opt to fire the weapon for an additional finishing hit. Only pistol-class weapons can be added to melee weapons with this variant. Deals full damage after a strike/combo. Can only be used with standard Attacks, Dual Strikes, Triple Strikes, etc., not physical Abilities. Uses full pistol statistics (damage, Controlled Shots). A reroll is not necessary.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Pistols only).
Cost: 50% of base weapon + 50% price of selected weapon (Pistols only).
Name: Rifle Variant
Effect: The entire weapon is retrofitted to serve as a moderate ranged weapon when needed. Only Battle Rifle-class weapons can be added. Uses Battle Rifle's statistics when used, at half damage. The shot is rolled with the melee weapon's skill.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Battle Rifles only)
Cost: 50% of base weapon + 50% price of selected weapon (Battle Rifles only)
Name: Vibration Variant
Effect: The weapon is designed so that it can be fired off inside the chamber, dealing less damage than a normal gunblade, but per hit. Only Pistol-class weapons can be added to melee weapons with this Variant. Pistol's damage is halved, then added to total melee damage per hit (if regular melee damage is 2000 and pistol is 1000, deals 2500 damage per hit). Can only be used with regular Attacks, Dual Strike, Triple Strike, etc., not physical Abilities.
DC: (50% of base weapon) Weaponsmithing + (50% DC to Make) of selected weapon (Pistols only)
Cost: 50% price of base weapon + 50% price of selected weapon (pistols only).
Name: Thrower Variant
Effect: The weapon is capable of exhausting a burst of chemical after attacking. This requires a fuel source, generally worn on the belt. Thrower damage is halved when used like this, and Ammunition can modify effect, but cannot be exchanged in the weapon. Ammunition must be selected at time of crafting.
DC: 75% of base weapon + (50% DC to Make) of selected weapon (Throwers only)
Cost: 75% of base weapon + 50% price of selected weapon (Throwers only)
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