Advanced Bludgeons for
The Mace: a simple weapon, consisting of a weighted end and a handle. This sort of weapon has evolved from simple tree-branch clubs. The weighted end may be spherical, cylindrical or teardrop-shaped. The feature common to all maces is that they have no specific angle of attack, unlike a hammer, which has a clear line along which it must be swung. This means that maces are relatively easy to wield in a fight, but their impact is often spread over an area, reducing the damage done.
The Hammer: Built like a mace, but with a head designed to strike on on or two surfaces only. This means that it is harder to hit with a hammer than with a mace, but the wieght is more focused on one point.
The Ball-and-Chain: In an effort to increase the impact delivered, the wieghted head of a bludgeon can be mounted on a flexible link, creating the infamous ball-and-chain model. These weapons are typically unwieldy but deliver fantastic results when used right.
The Staff: The weight of the staff is spread out over it's entire length, which may be anything from a couple of feet to a couple of yards. For this reason they tend to be less effective in combat, but provide better than average defensive capabilities, so they're a good bet for less combat-oriented characters.
All of these shapes can be made one or two-handed, and it is assumed that they all have studs or spikes where appropriate. The shape determines the basic values for the weapon:
Shape | Damage | Parry | Hit | Type | Weight | Min. ST | Cost | Availability |
Mace | 1M-2 | - | - | C | 4 | -2 | 15 | 9 |
2-Handed Mace | 1M | - | - | C | 8 | 0 | 45 | 6 |
Hammer | 1M-1 | - | -1 | C | 4 | -2 | 20 | 7 |
2-Handed Hammer | 1M+1 | - | -1 | C | 8 | 0 | 60 | 4 |
Ball-and-Chain | 1M | -1 | -1 | C | 4 | 0 | 20 | 5 |
2-Handed Ball-and-Chain | 1M+2 | -1 | -1 | C | 8 | +1 | 60 | 3 |
Baton | 1M-2 | +2 | - | C | 3 | -3 | 5 | 9 |
Staff | 1M | +3 | - | C | 6 | -2 | 10 | 9 |
Hit and parry modifiers are applied to attack and defense rolls respectively.
Weight Class | Damage | Cost | Availability | Weight | Min. ST |
Light | -1 | - | -1 | -2 | -1 |
Normal | - | - | - | - | - |
Hydraulic Rams: The hitting surface of the weapon is covered in pressure-sensitive studs. When the weapon impacts, the studs jump outwards by a few centimeters, increasing the force of the blow. On the down side, this makes the weapon more unwieldy and so it can only be used by stronger people.
Disrupter Surfaces: This is the blunt equivalent of oscillator blades. The molecules of the impact surface vibrate cyclically, increasing the penetration of the blow. Yes, this is cartoon physics, and no, you're not getting a deeper explanation.
Bolt Capacitor: The DPC is used to charge up a capacitor in the head of the weapon which is connected to conducting plates on the striking surface. When the weapon hits, it releases the charge. The target must make a ST-based saving throw or be stunned for one round (no attack or defence).
Drill Heads: This modification is like the hydraulic rams, except that the studs are grained and rotate like drill heads. This increases the damage inflicted on flesh targets but does not have any more effect against armour unless the weapon is held against the target. So if you'd rendered somebody unconscious and wanted to trash their armour, it would work, but a brief moment of exposure from a hit in combat wouldn't.
Inline Rams: This is the only modification which can be applied to staves and batons. The ends of the weapon are built to telescope out with great force when it is swung a certain way. To use this modification the player must announce his intention before making the attack roll. The attack is then made at a -2 penalty, but the damage rating is increased by 1M. The ram takes a while to re-power so this attack can only be used once per combat.
Point Charges: The typical modification of the Megamace, a popular weapon in Janus and the wastes. Like the hydraulic ram modification, studs on the head of the weapon are built to jump out when the weapon hits. The difference is that the point charges are built with a magnetic detonator beneath them, adding greatly to the impact they deliver. This means that the DPC can only power three such attacks before running out. This is the only modification which can discharge the DPC.
Power Option | Damage | Cost | Availability | Min. ST |
Hydraulic Rams | +1 | x2 | -1 | +1 |
Disruptor Surfaces | +2 | x4 | -3 | - |
Bolt Capacitor | ST save or stunned for one round | x4 | -4 | - |
Drill Heads | +1M versus unarmored target; no change if target armored | x2 | -4 | - |
Inline Rams | +1M for 1 attack | x4 | -3 | - |
Point Charges | +1M | x10 | -6 | +1 |
Paint Work: Commonly used to make a weapon match its bearer's armour. Custom paintjobs can be done for 50 credits.
Styling: The handle and head of a bludgeon can make it appear exotic and frightening, and improve the wielder's appearance. Styling costs 50 credits.
Intelligence: Incorporated in some weapons in the form of AI chips or stolen karmachips. Both are highly illegal in most metrozones. The intelligence may be tied into a voice system and any number of arcane systems, such as lev fields, to improve the owner's chances in combat. This is not something which can be shopped for, and should only be found in rare circumstances.
Oversizing: Characters with the Giant special power or Growth at initiate level or better may want weapons which are built larger than normal. These cost ten times as much as normal and double the damage rating. They can only be used by oversized characters.
Supersizing: Weapons of this category should never ever find their way into the hands of PCs. They are monstrous, titanic versions of the normal types and can only be used by similarly enormous NCs. Cost and damage are left to the narrator's imagination, but they should be rediculously huge.