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Pick (melee weapon)
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Sleeping Dragon
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PostPosted: 13-Feb-2007 02:58    Post subject: Pick (melee weapon) Reply to topic Reply with quote

It's just an idea. Anyone tried something similar?

It's a combination of already existing standard melee weapons with AP ammo.

Weight and critical positions: hatchet
Damage: sword (punch +1).
Attack uses standard rules for Club

When you hit with the pick roll once for critical hits and apply following modifier to the roll:
Damage caused / modifier
4 and less / - 4
5 - 9 / - 3
10 - 19 / - 2
20 and more / - 1

The idea comes from medieval war hammers which were well suited to pierce armor.

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Knightrunner
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PostPosted: 13-Feb-2007 11:54    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

I like it. It's not overpowering, but gives a nice bonus that makes it worth mounting. So many melee weapons aren't really worth the weight/space/use of an arm, even with TSM.

Hopefully it won't get stuck inside the target.
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Sleeping Dragon
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PostPosted: 13-Feb-2007 12:53    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

With all the armored things around I wonder why anything like this is not already in use...

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Fang
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PostPosted: 13-Feb-2007 15:40    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

I once tried to set up something that was a large mech sized hammer, similar to a sledge hammer, or maul.
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Sleeping Dragon
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PostPosted: 14-Feb-2007 04:12    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

Actually I think that something like maul wouldn't be that different from standard hatchet. Instead of deep scars it would leave deformed armor... both weapons are meant to cause massive armor damage.

What was the difference between your maul and the other weapons already in use?

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Fang
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PostPosted: 14-Feb-2007 08:12    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

Maul was a bit heavier in tonnage, and took a crit or two more in space, depending upon the weight of the weilding mech. Damage inflicted was extreme, but accuracy was reduced to reflect having to swing around the overweight head of the weapon. I would have to dig it back out, but i think I had something along the lines of it being a littlemore durable as well, reinforced handle so that the weight of the maul would not bend or deform the handle during use. Was strictly a heavier heavy or assault melee weapon. Had something in the fluff where several light and medium mechs during testing ripped myomer, and tore out actuators trying to wield it effectively. almost strictly a two handed weapon. Arm weapons fire, or two handed swing. Slightly increased piloting skill roll upon a miss.
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Fang
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PostPosted: 14-Feb-2007 09:19    Post subject: RE: Pick (melee weapon) Reply to topic Reply with quote

Mech Maul-
weight is 1 ton for every 8 tons of mech weight.
crit size is 7, no matter weight of weapon or mech. Must have hand actuators on both hands.
Damage inflicted would be mech weight divided by 3.3, so 100 tonner would inflict 30 points for a direct hit.
to relfect damage from a glancing blow, as the weapon is cumbersome, and the target would be able to move out of the way during a swing is half normal damage
If to hit roll is successful, roll 1D6. 2 or less is glancing blow.
Maul can also be used in two handed swings for additional damage of 1 point for each ten tons of mech weight. Two handed swings incurs additional penalty to piloting skill roll on a miss.
One handed swing miss penalty is piloting skill roll +1
Two handed is +2 penalty.
All fractions are rounded off .4 or lower rounded down, .5 or higher roudned up.
**WARNING***
Strictly a Solaris VII dueling weapon. not meant for normal use out side of a dueling environment. Really fun to give to a Banshee and have him hide in a dark alley.

[ This Message was edited by: Fang on 2007-02-14 13:39 ]
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Fang
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PostPosted: 21-Feb-2007 08:07    Post subject: Reply to topic Reply with quote

Hrmmm, was looking back over this, and realized it was actually less potent than a standard mace according to the rules listed in the Tactical Handbook. Needs to be reworked, I think.
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Sleeping Dragon
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PostPosted: 21-Feb-2007 12:43    Post subject: Reply to topic Reply with quote

Well, the mace was overpowered IMO...
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Stinger
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PostPosted: 21-Feb-2007 22:08    Post subject: Reply to topic Reply with quote

Problem with Meele weapons is they draw instant attention. And are usually amongst the first units to get gang tackled so to speak on the batlefield. Everyone I have ever used or seen in use gets immediate attention.
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Sleeping Dragon
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PostPosted: 22-Feb-2007 05:07    Post subject: Reply to topic Reply with quote

That doesn't have to be a problem. If you know about this then field something like the Axman or Berserker (new TSM / light engine variant, not that old Dies-quickly design) and back it with less than well armored designs with heavy firepower. The enemy will have to chose between letting the melee beast close and getting mauled by the rest of the lance...
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PostPosted: 22-Feb-2007 08:25    Post subject: Reply to topic Reply with quote

I have always had a hard time seeing the viabilty of long lived units carrying melee weapons outside of an arena envirnment. at least in the arena, it's usually a one on one affair. But on the battlefield, there are other elemnts to worry about. supporting units like other mechs, vehicles, and air support. Sure its 100 tons of trouble with a mace /axe/sword, but what good is it gonna do him when he gets stuck flatfooted in the open?
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Stinger
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PostPosted: 22-Feb-2007 13:49    Post subject: Reply to topic Reply with quote

and that is the problem once that mech is in the open and flat footed it usually draws so much fire power that the unit is slagged in 3 or 4 rounds. And its not out of fear, but more out of not wanting to deal with the durn thing.
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