Advanced Melee Weapons

Advanced Melee Weapons (for Mechs)

While the majority of BCV combat takes place at ranged, almost all mechs are equipped with a Close Combat weapon, from the simple Combat Knife to the massive Impulse Sword.

Arm Blade
Cost:
Damage: 2d6x2+Str
Hands Required: none (requires the mech to have an arm, takes 1 emplacement point).
Based of the N-Blades of the BXN-00 Ashura, the Arm Blade is a recent weapon designed to allow a mech to have a close combat option while while wielded a ranged weapon. The Arm Blade is longer than a combat knife, leading many mercenaries to replace their mech’s combat knives with Arm Blades if able.

Charged Blade
Cost:
Damage: 2d8x2+Str
Hands Required: 1(can be held in two)
Based on the Impulse Sword, a Charged Blade is filled with a superconductive loop that heats the blade, allowing to cut through armor with greater easier. Due to a slightly larger size, it is slower to draw than a Combat Blade. Charged blades ignore 5 points of Damage Resistance.

Claw
Cost:
Damage: 2d6x2+Str
Hand Required: Replaces 1 Hand (cannot use other equipment in Claw)
The First weapon designed for a BCV the Claw is large, three figured hand with powerful motors designed to tear and crush what they grab or slash. The weapon has fallen out of use for the most part, due to it’s inability wield another weapon.

Combat Knife
Cost:
Damage: 2d4x2+Str
Hands Required: 1
The basic melee weapon for many mechs. The Combat Knife is a mech sized knife or dagger wielded in one hand. Unlike other BCV melee weapons, it is treated as a Simple Weapon due to ease of use. It cannot be wielded in two hands.

Combat Sword
Cost:
Damage: 2d8x2+Str
Hands Required: 1 (can be wielded in two)
First deployed with the BX-08 Strife, Combat Swords are the standard for BCV melee weapons. The hilt of the Sword is designed to release quickly, making it easy to draw. You may draw a Combat Sword as a swift action.

Heavy Blade
Cost:
Hands Required: 2
Damage: (2d10x2+Str)x2
Designed for use with the TH-76E Errant mech to dominate the Phobos mechs used by UNIT-y. This weapon has fallen out of use in recent years, but has some popularity among mercenaries as a fairly cheap weapon capable of dealing impressive amounts of damage.

Impulse Sword
Cost:
Hands Required: 2
Damage: (2d12+Str)x2
An upgraded version of the heavy blade designed to cut through ship plating. It’s damage output is among the most devestating BCV weapons. The Impulse Sword ignores 10 points of Damage Resistance. An Impulse Sword cannot be put on normal sling mounts. A customized “scabbard” mount can be installed (costing 1 emplacement point).

Gigan Yari
Cost:
Hands Required: 2
Damage: (2d10+STR)x2
First deployed Elzam Mechanics during field trials, the Gigan Yari is a spear-like weapon tipped in a diamond shaped point that vibrates at supersonic levels. The Gigan Yari can be used to attack enemies out to two squares away, however you deal damage as though it were a one handed weapon.

Power Claw
Cost:
Hands Required: Replaces 1 Hand
Damage: 3d6x2+STR
Hands Required: 1 (replaces)
An advanced version of the Claw weapon. Like a standard claw, you cannot wield other equipment in the claw. The power claw’s is designed to rend BCV armor more effectively. Attacks with the Power Claw ignore 5 points of DR.

Advanced Melee Weapons

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