Tier 4 Strike Weapons
Jun 30, 2017 23:17:25 GMT
Post by Admin on Jun 30, 2017 23:17:25 GMT
Shoulder Spike
Location: Shoulder
Weight: 2
Damage per strike: 60
Durability: Arm
Damage Type: Physical
Weapon Accuracy/Modifier: 0
Critical Chance: 20
Bonus: Harder to parry/redirect based on MS weight- Light: -2
- Medium: -4
- Heavy: -6
Bonus: +10 damage per +1 in Speed
Cost: 600 Credits
Iron Nail
Location: Fist (Replaces hand)
Weight: 5
Damage per strike: 80
Durability: Arm
Damage Type: Physical
Weapon Accuracy/Modifier: 0
Critical Chance: 20
Can parry flails.
Cost: 700 Credits- Carbon Blade
A melee weapon resembling a katar, but with a double-ended bow-shaped blade that parallels the grip. The blade is made out of a super strong version of carbon. Can be used as a shield with limited capabilities, and can completely throw the opponent off balance. The blade was not designed for cutting, rather it was designed for the purpose of bludgeoning enemy equipment to pieces.
Location: Handheld
Weight: 5
Weapon Type: Melee
Damage per strike: 80
Durability: 200
Damage Type: Physical
Weapon Accuracy/Modifier: 0
Critical Chance: 20
Bonus: +2 Parry
Price: 800 Credits - Heat Rod
Location: Hand-integrated
Weight: 4
Weapon Type: Melee
Damage per strike: 80
Durability: Arm
Damage Type: Physical/Heat or Shock (MS)
Shock (MS): On hit, the target must make a Tech Save with a DC equal to 10 + the attacker's Tech stat. On a failure, the MS suffers -1 to all actions and Evasion Rating for one round. On a critical failure (Nat 1) the enemy is stunned for one round. Stunned machines cannot act or benefit from bonuses to Evasion Rating. Effect cannot stack.
Weapon Accuracy/Modifier: 0
Critical Chance: 20
Price: 900 Credits