Star Wars – EDF-WME
Equipment Data File – Weapon – Melee
Melee Weapons – In a galaxy filled with deadly accurate blasters with bolts of charged particles that can burn through a ship’s hull in an instant, not to mention explosives so powerful that the smallest can destroy an entire squad of infantry, a melee weapon seems an almost comical anachronism. In truth, the utility and deadliness of a well-honed blade or a heavy blunt object is as well-respected in modern times as at any point in galactic history. From the deadly combat knife of the Rebel commando, to the vibro-ax wielded by the savage pirate on the bridge of a captured ship, to the near-mythical lightsabers of the legendary Jedi, melee weapons still have their place on the modern battlefield.
To those who prefer them, melee weapons are the obvious choice for the well-armed soldier for a number of reasons. They are typically silent (save for the high-tech vibro weapons) and can even be improvised out of found materials in a desperate pinch. This allows for quick, quiet kills, a fact especially important to Rebel agents in the field. Larger weapons such as force pikes and vibro-axes have both a long reach and a high intimidation factor, often finishing an argument through their presence alone. Perhaps most importantly, melee weapons are extremely common, easy to make, and rarely subject to the same kinds of legal restrictions as blasters and slugthrowers.
When wielding a melee weapon, users add their Brawn characteristic to the damage dealt, unless the weapon description indicates otherwise. In a melee weapon’s profile, the inclusion of a plus sign next to the damage indicates that the user adds his Brawn to the damage dealt.
Force pikes are very easy to use, as it takes little actual skill to swing a rod around, and can cause incredible amounts of damage in the right hands. When set to its Stun setting, a force pike loses the benefit of the Pierce 2 quality. Force pikes require two hands to wield.
From Age of Rebellion
Designed by a number of manufacturers as a crowd control tool for military and law enforcement agencies, the force pike combines the deadliness of a vibro weapon and the utility of a stun weapon in one package. Roughly two meters long, these two-handed weapons are long metal poles tipped with sharp prongs that continually spark and buzz when active. Force pikes have two settings: vibrate and shock. On the vibrate setting, the prongs at the tip of the weapon generate a powerful vibro field that can rend flesh, shatter bone, and punch holes in artificial and natural materials. On the shock setting, the weapon generates a strong electrical charge that can be set to various levels of intensity, from the lowest setting, used to herd crowds, to the full charge that can knock a Wookiee unconscious with one good hit.
From Edge of the Empire
Force pikes are one-meter long metallic staves topped with power-tips. One setting on the power-tip vibrates powerfully enough to shatter flesh, steel, and stone. The other setting provides an electric shock that can be set relatively low to prod or control, or high to cause excruciating pain or death. Either setting is designed for ease of use – it takes little skill to swing a stick and cause devastating injury with the vibro or electricity setting. In the hands of a skilled user, however, it’s almost as powerful as a lightsaber.
Fantasy Flight Rules – Force Pike
- Source: Age of Rebellion Core Rulebook (sw-ffg-ar-cr-182), Edge of the Empire Core Rulebook (sw-ffg-ee-cr-169)
- Force Pike – Skill: Melee, Damage: +3, Crit: 2, Range: Engaged, Encumbrance: 3, Hard Points: 3, Price: 500 credits, Rarity: 4, Special Qualities: Pierce 2, Stun Setting
- Note: When used with its Stun Setting, a Force Pike does not benefit from the Pierce 2 Quality. Force pikes require two hands to wield.
- Pierce (Passive) – An attack made with this weapon ignores one point of soak for each rank of Pierce. If the weapon has more ranks of Pierce than the target’s total soak, it completely ignores the target’s soak. For example, Pierce 3 against a soak of 2 ignores 2 points of soak, but the extra “point” of Pierce has no further effect.
- Stun Damage (Passive) Some weapons deal Stun damage instead of regular damage. In this case, the weapon deals damage as strain instead of wounds. This damage is still reduced by a target’s soak.
- A variant of this is a Stun setting. As a free action, the wielder can choose to switch the setting of his weapon to “Stun.” In this case, it does stun damage as described above. When weapons with a stun setting are used to deal stun damage, their range changes to short and cannot be increased.
- 2022-03-24 – Updated with content from Age of Rebellion.
- 2021-12-28 – Added in the Age of Rebellion Core Rulebook.
- 2021-04-19 – Fixing the weapon category
Armour Modifications: Cortosis Weave (8), Enhanced Optics Suite (3), Heating System (3), Optical Camouflage System (6), Strength Enhancing System (4), Superior Armour Customisation (6), Thermal Shielding System (3), Vacuum Sealed (3)
Cybernetics: Brain Implant (6), Cyberarm (Mod V (6), Mod VI (6)), Cyberleg (Mod II (6), Mod III (6)), Cyberscanner Limb (7), Eyes (6), Immune Implant (6), Implant Armour (6), Prosthetic Replacement (Limb (4), Organ (4)), Weapon (7)
Security: Advanced Flesh Camouflage Kit (R7), Binders (0), BlackOps Data Breaker (R6), Comm Jammer (3), Comm Scrambler (R5), Disguise Kit (4), Electronic Lock Breaker (R5), Personal Stealth Field (9), Restraining Bolt (0), Slicer Gear (4)
Spice: Avabush (dose (R6), crate (R7)), Booster Blue (dose (R5), crate (R6)), Death Sticks (dose (R1), crate (R2)), Glitterstim (dose (R7), crate (R8)), Lesai (dose (R9), crate (R10)), Yarrock (dose (R8), crate (R9))
Tools: Backpack (0), Climbing Gear (2), Datapad (1), Emergency Repair Patch (1), Extra Reload (1), Fusion Cutter (2), Fusion Lantern (2), Glowrod (0), Jet Pack (7), Load-Bearing Gear (3), Military Field Manual (4), Tool Kit (2), Utility Belt (0)
Blaster: Bowcaster (7), Carbine (5), Disruptor (Pistol (R6), Rifle (R6)), Heavy Pistol (6), Heavy Repeating (R8), Heavy Rifle (6), Holdout (4), Ionization (3), Light Pistol (4), Light Repeating (R7), Pistol (4), Rifle (5)
Modifications: Augmented Spin Barrel (4), Balanced Hilt (5), Blaster Actuating Module (4), Bipod Mount (1), Bowcaster Accelerator Enhancement (4), Bowcaster Automatic Re-Cocker (3), Filed Front Sight (0), Forearm Grip (1), Marksman Barrel (4), Mono-Molecular Edge (5), Multi-Optic Sight (3), Serrated Edge (1), Shortened Barrel (4), Spread Barrel (4), Superior Weapon Customisation (6), Telescopic Optical Sight (1), Tripod Mount (3), Under-Barrel (Flame Projector (R5), Grenade Launcher (R5)), Weapon Harness (2), Weapon Sling (0), Weighted Head (3)
Lightsaber: Lightsaber (R10)
Modifications: Rubat Crystals (R10)
Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign
References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Rebels, Sith)
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