The Stellar Armory ยท Chapter 10

Close Combat

Hand weapons that need a power cell, and the few that do not. Damage printed as +X is added to the wielder's Might. Damage printed as a plain number is flat.

Powered blades Pierce. Shock weapons deal Stun Damage. Nothing in the chapter exceeds Might+4.

Ordinary knives, clubs, and axes are in The Fantasy Armory; a ship's galley knife is its Knife and a wrench is its Cudgel.

Skill: Melee, or Unarmed for the knuckles and the gauntlet.

Shock Knuckles

Stun knuckles, buzzers

+1 4 Engaged 1

Unarmed 150 Common Disruption Stun 3

Weighted knuckles with a contact charge. Might+1, and Stun 3 for 2 Boons.

Power Gauntlet

Servo fist, breach glove

+3 4 Engaged 3

Unarmed 1100 Restricted Crushing Knockdown, Concussive 1, Prepare 1

A powered glove that strikes like a ram. Might+3 with Knockdown and Concussive 1. It takes a maneuver to charge.

Monoblade

Mono knife, edge

+1 2 Engaged 1

Melee 240 Restricted Cutting Pierce 2

A knife with a single-molecule edge. Might+1, Crit 2, Pierce 2.

Vibroblade

Shudder blade, hum blade

+2 2 Engaged 2

Melee 450 Restricted Cutting Pierce 2, Vicious 1

A short blade that vibrates at ultrasonic frequency. Might+2, Crit 2, Pierce 2, Vicious 1.

Vibro-Axe

Chain axe, heavy vibroblade, rotor blade

+3 2 Engaged 4

Melee 400 Military Cutting Pierce 2, Vicious 2, Sunder, Cumbersome 3, Inaccurate 1

A two-handed powered cutter. Might+3, Crit 2, Pierce 2, Vicious 2, Sunder. It needs Might 3 and adds Inaccurate 1.

Boarding Axe

Crash axe, damage-control axe

+3 3 Engaged 3

Melee 200 Common Cutting Vicious 1

A ship's damage-control axe. Might+3, Crit 3, Vicious 1. It needs no power and is found on every vessel.

Energy Blade

Plasma sword, arc blade, beam sabre

+3 2 Engaged 1

Melee 3000 Rare Plasma Pierce 3, Sunder, Unwieldy 3

A blade of contained plasma. Might+3, Crit 2, Pierce 3, Sunder. It weighs almost nothing, which is the difficulty: Unwieldy 3 means a wielder needs Agility 3 or adds Bane Dice for the shortfall. Its damage type is Plasma.

Monowhip

Razor whip, filament whip

+1 3 Short 1

Melee 290 Rare Cutting Pierce 3, Ensnare 1, Unwieldy 3

A weighted monofilament line. Might+1 at Short range with Pierce 3 and Ensnare 1. Unwieldy 3.

Shock Baton

Stun baton, prod

6 5 Engaged 2

Melee 160 Common Disruption Stun Damage, Disorient 3

Flat 6 Stun Damage and Disorient 3. The standard tool of station security.

Stun Lance

Force pike, riot lance

6 5 Engaged 3

Melee 400 Military Disruption Stun Damage, Reach, Disorient 2, Defensive 1

A two-metre shock weapon. Flat 6 Stun Damage with Reach, Disorient 2, and Defensive 1.

Gravity Hammer

Grav maul, tide hammer

+4 3 Engaged 5

Melee 1500 Rare Gravitic Knockdown, Concussive 1, Cumbersome 4, Slow-Firing 1

A hammer with a gravitic driver in the head. Might+4 with Knockdown and Concussive 1. It needs Might 4 and a round to recharge. This is the heaviest hand weapon in the book.