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[PROTOTYPE] Melee Weapon Design & Construction Rules


Wild SGM
Staff member
Site Admin
Sep 4, 2016
Unknown Regions
Melee Weapon Design & Construction

Since the dawn of civilizations, sentient beings have utilized weapons a means of gaining an advantage or defending oneself in a conflict or contest. Beginning with clubs, spears, slings, arrows, knives - and even common tools (such as stone hand axes or heavy grinding stones), various species across the Galaxy used these as weapons as needed. Since then, melee weapons have evolved, ranging from simple to advanced weapons enhanced with modern technology.

Size and Damage
The first thing to consider when making a melee weapon is its SIZE of the weapon and the DAMAGE rating it supplies the wielding user. The bigger the weapon, the lower the difficulty to achieve a higher damage outcome. Smaller weapons are easier to create but cannot match the raw damage output of a heavier weapon.

Melee Weapon Construction
A simple chart of weapon sizes and damage levels is provided below. MAX indicates that a base damage level would exceed the maximum allowable for the weapon size. MIN indicates that the weapon is unable to deal the indicated damage due to being too large to deal low damage. The number indicates the Base Construction DC of the weapon; this may be modified if you wish to add features to your weapon. Whether a weapon is one or two handed is noted in brackets, next to its size rating.















[TD1]Tiny (Thrown)[/TD1][TD1]11[/TD1][TD1]15[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]10[/TD1]

[TD1]Small (1h)[/TD1][TD1]8[/TD1][TD1]11[/TD1][TD1]14[/TD1][TD1]17[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]15[/TD1]

[TD1]Medium (1h)[/TD1][TD1]7[/TD1][TD1]10[/TD1][TD1]13[/TD1][TD1]16[/TD1][TD1]19[/TD1][TD1]23[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]20[/TD1]

[TD1]Heavy (2h)[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]13[/TD1][TD1]16[/TD1][TD1]19[/TD1][TD1]22[/TD1][TD1]25[/TD1][TD1]29[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]MAX[/TD1][TD1]25[/TD1]

[TD1]Very Heavy (2h Only)[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]MIN[/TD1][TD1]17[/TD1][TD1]19[/TD1][TD1]21[/TD1][TD1]25[/TD1][TD1]28[/TD1][TD1]31[/TD1][TD1]30[/TD1]

Weapon Enhancements
Once you have decided on your weapon’s size and damage rating, you should consider the kind of modifications you would like to add to your weapon - if any. Below is a list of ‘common’ modifications; depending on what you choose, each one will add to the base DC of your weapon. NOTE: If you have an idea for a modification that has not been listed here, please PM the HGM in chat or on the forum so he may advise you further as to how to proceed.




[TD1]Vibro Functionality[/TD1][TD1]+1D DMG[/TD1][TD1]+7[/TD1]

[TD1]Molecular Edge[/TD1][TD1]+1D DMG[/TD1][TD1]+7[/TD1]

[TD1]Wounding[/TD1][TD1]+1 wounding, may be added multiple times[/TD1][TD1]+4, additional cumulative +2 after first (+4 for the first point, +6 for the next, +8 for the next, etc.[/TD1]

[TD1]Double-bladed[/TD1][TD1]Treat as a staff, with one blade on either end; increase hilt modifiers by +5[/TD1][TD1]+8[/TD1]

[TD1]Blunted Edge[/TD1][TD1]-1D Damage, deals Stun instead of Kill[/TD1][TD1]+5[/TD1]

[TD1]Stun Shock[/TD1][TD1]Weapon deals Stun DMG as Energy[/TD1][TD1]+5[/TD1]

[TD1]Collapsible[/TD1][TD1]Hide +3D vs Search to hide collapsed weapon[/TD1][TD1]+5[/TD1]

[TD1]Additional DMG (energy)[/TD1][TD1]+1D ENERGY damage[/TD1][TD1]+5[/TD1]

[TD1]Balanced Blade[/TD1][TD1]+1D to Melee Combat[/TD1][TD1]+7[/TD1]

[TD1]Add a STR requirement[/TD1][TD1]Adds a 4D STR requirement to wield; cannot be applied to Very Heavy weapons[/TD1][TD1]-5[/TD1]

[TD1]Increase STR requirement[/TD1][TD1]Increases existing STR requirement by +1D, can be applied to Very Heavy weapons[/TD1][TD1]-2[/TD1]

[TD1]Reduce STR requirement[/TD1][TD1]Reduces existing STR requirement by 1 pip[/TD1][TD1]+2[/TD1]

Hilt Enhancements
Once you have finished with the blade, you may opt to enhance your weapon’s hilt. Most hilts are created without additional functionality, but should you prefer something more ‘fancy’, the process to do so is relatively straightforward. Constructing the blade is split between the hilt and the blade itself, so creating the hilt will require a separate Melee Weapon Repair roll once you have determined the appropriate DCs involved.




[TD1]Comlink[/TD1][TD1]Adds a comlink to the blade hilt[/TD1][TD1]+4[/TD1]

[TD1]Call beacon[/TD1][TD1]Enables you to remotely call 1 vehicle/vessel to your location[/TD1][TD1]+4[/TD1]

[TD1]Multi-tool[/TD1][TD1]Implants a Multi-tool Knife into the bottom of the hilt[/TD1][TD1]+6[/TD1]

[TD1]Trapped Handle (w/Cell Recognizer)[/TD1][TD1]Inserts Spikes (3D DMG) into the hilt of your blade which activate upon unauthorized use[/TD1][TD1]+6[/TD1]

[TD1]Grappling Spike Launcher[/TD1][TD1]Adds a Grappling Spike Launcher with 10 meters of cord to the hilt[/TD1][TD1]+8[/TD1]

[TD1]Blaster[/TD1][TD1]Adds a Blaster (4D DMG) to the bottom of the hilt[/TD1][TD1]+20[/TD1]

[TD1]Maglock[/TD1][TD1]Enables the blade to be magnetically locked to another blade[/TD1][TD1]+11[/TD1]

[TD1]True Grip[/TD1][TD1]When wielded, +1D+1 to Melee Combat, -1D-1 to all other Dexterity Skills[/TD1][TD1]+15[/TD1]

Blade Types
Metallurgists, Melee Weapons scholars, and others who study the art of creating Melee Weapons, are able to forge their blades using exotic alloys and molding them in curious shapes. Listed below are common blade types along with the DC modifiers (added to the blade construction.) Players possessing either Scholar: Metallurgy, or Scholar: Melee Weapons, may decrease the modifier by 1 (to a minimum of 0) for each D in the skill. The 'Side effect' automatically applies to the weapon when the blade type is added.






[TD1]Straight, regular blade[/TD1][TD1]No modification[/TD1][TD1]No modification[/TD1][TD1]Normal cost[/TD1][TD1]+0[/TD1]

[TD1]Throwing weapon[/TD1][TD1]-1D to Melee Combat[/TD1][TD1]+2 DMG when thrown[/TD1][TD1]+25% blade cost[/TD1][TD1]+3[/TD1]

[TD1]Cortosis/Phrik alloy[/TD1][TD1]Blade resists lightsabers[/TD1][TD1]-5 Weapon HP[/TD1][TD1]+200% blade cost[/TD1][TD1]+17[/TD1]

[TD1]Durasteel blade[/TD1][TD1]+2 damage[/TD1][TD1]+1D STR requirement (or 4D if it lacks one)[/TD1][TD1]+50% blade cost[/TD1][TD1]+9[/TD1]

[TD1]Serrated blade[/TD1][TD1]+2 wounding[/TD1][TD1]-1D-1 DMG[/TD1][TD1]+75% blade cost[/TD1][TD1]+9[/TD1]

[TD1]Thin blade[/TD1][TD1]+2 to hit, +1 armor piercing[/TD1][TD1]-1D DMG[/TD1][TD1]+100% blade cost[/TD1][TD1]+7[/TD1]

[TD1]Curved blade[/TD1][TD1]+2 to Melee Combat[/TD1][TD1]All blade enhancement DC modifiers increase by 1[/TD1][TD1]+25% blade cost[/TD1][TD1]+7[/TD1]

Design Difficulties and Cost
The design difficulty for any melee weapon is equal to Easy (5-10), PLUS 1/2 of the Blade Construction difficulty. Afterwards, you must pass both the Hilt construction and Blade construction DCs, which you have determined using the tables above. The cost for your blade is equal to the DC to create it, times 2 if your weapon is Tiny, times 3 if your weapon is light, times 5 if your weapon is Medium, times 10 if your weapon is Heavy, and times 20 if your weapon is Very Heavy. Once all costs have been paid and all skill checks passed, the weapon is complete.

A more detailed description of the Design and Construction steps will be provided by the HGM, once we get closer to finalizing the rules, above. This write-up is to give you a general idea of what is (or will be), involved.
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