<Cybercore>

Melee Weapons

Anything that delivers Hits at adjacent range; fists, blades, batons, vibro-edges, force weapons, the wrench that was already in your hand. Melee is silent, ammo-free, jurisdiction-free, and never runs out unless you do. The cost is the distance you had to close. Some encounters are unwinnable until they happen here; others were unwinnable as soon as they did.

Melee Weapon Tricks

Invest skill points in the specific Weapons Melee subtype (Unarmed, Blunt, Pierce, Slash, or Energy) for +1% to hit per point. You may also spend skill points to purchase the following tricks.

Tactical

Cunning Stunt:

Cost: 2 Skill points
Requires: Tactical Training, Blunt Melee Weapon
Effect: Stun; opponent makes a Physical check vs your attack roll or gains Staggered(1).

Needler:

Cost: 2 Skill points
Requires: Tactical Training, Piercing Melee Weapon
Effect: On a successful hit, you may deliver a loaded injectable (poison, sedative, stimulant) as part of the attack. The injectable takes effect immediately; no separate action required. The target's DR does not reduce the injectable's effect; only the hit itself needs to land.

Slice:

Cost: 2 Skill points
Requires: Tactical Training, Slashing Melee Weapon
Effect: On a successful hit, the target gains Suffering(1); Bleeding. They take 1 Hit at the start of each of their turns until treated (Medic - Triage check vs your attack roll) or the encounter ends.

Bone Cracker:

Cost: 2 Skill points
Requires: Tactical Training, Blunt Melee Weapon
Effect: On Hit, the target gains Hindered(1); a wounded limb that fades at the end of the encounter unless treated. The Hindered stacks with existing Hindered via the standard chain.

Cracking Blow:

Cost: 2 Skill points
Requires: Tactical Training, Blunt Melee Weapon
Effect: On Hit, the target loses Boon(1) on their next attack. The strike rattles their composure enough to disrupt their next swing.

Heavy Swing:

Cost: 2 Skill points
Requires: Tactical Training, Blunt Melee Weapon
Effect: On Hit, knock the target 1 square away in a direction you choose. The target does not become Prone unless they collide with terrain or another creature.

Stoic Guard:

Cost: 3 Skill points
Requires: Tactical Training, 2-handed Blunt Melee Weapon
Effect: While wielding a 2-handed Blunt weapon in both hands, you gain Boon(1) on AF defence rolls. The bonus persists as long as the weapon is held in both hands.

Vein Strike:

Cost: 2 Skill points
Requires: Tactical Training, Piercing Melee Weapon
Effect: On Hit, the target gains Suffering(1), Bleeding. They take 1 Hit at the start of each of their turns until treated (Medic, Triage vs your attack roll) or the encounter ends.

Punch Stab:

Cost: 2 Skill points
Requires: Tactical Training, Piercing Melee Weapon
Effect: A pierce attack with a 1-square step back built into the Action, strike, then disengage. The step is granted by this trick and does not consume your Move-and-Act half-Speed allowance, take it even if you have already moved this Action.

Long Lance:

Cost: 3 Skill points
Requires: Tactical Training, 2-handed Piercing Melee Weapon
Effect: Your weapon's melee reach is 2 squares while wielded in both hands. You may strike enemies one square farther than normal melee range.

Skewer:

Cost: 2 Skill points
Requires: Tactical Training, Piercing Melee Weapon
Effect: On Hit, leave the weapon embedded in the target. The target gains Hindered(1) until the weapon is removed (1 Action by either of you). You are weaponless until you retrieve it.

Wide Cut:

Cost: 2 Skill points
Requires: Tactical Training, Slashing Melee Weapon
Effect: On Hit, one enemy adjacent to the primary target also takes 1 Hit (slash). DR applies normally to the secondary target.

Drawing Cut:

Cost: 2 Skill points
Requires: Tactical Training, Slashing Melee Weapon
Effect: The first slash attack you make in an encounter, made in the same Action as the draw, gains Boon(1). Subsequent slash attacks in the encounter do not benefit.

Wrist Cut:

Cost: 2 Skill points
Requires: Tactical Training, Slashing Melee Weapon
Effect: On Hit, the target makes a Physical save vs your attack roll or drops one held item of your choice. The dropped item lands in the target's square.

Pass-Through Cut:

Cost: 2 Skill points
Requires: Tactical Training, Slashing Melee Weapon
Effect: On Hit, after applying the target's DR, any remaining Hits continue to one adjacent enemy of your choice. Apply that enemy's DR independently.

Clinch:

Cost: 2 Skill points
Requires: Tactical Training, Unarmed Melee Weapon
Effect: 1 Action to grab the target. Both of you move at half Speed and the target gains Hindered(1). The Clinch ends if you move more than half Speed apart, the target succeeds on a Physical save vs your attack roll on their turn, or you release.

Open Palm:

Cost: 2 Skill points
Requires: Tactical Training, Unarmed Melee Weapon
Effect: Your unarmed Hit ignores 1 DR of the type rolled. The strike finds the gap; the gap is always there, somewhere.

Hip Throw:

Cost: 2 Skill points
Requires: Tactical Training, Unarmed Melee Weapon
Effect: After a successful unarmed Hit, knock the target Prone in an adjacent square of your choice. The throw is part of the same Action as the strike.

Pressure Point:

Cost: 2 Skill points
Requires: Tactical Training, Unarmed Melee Weapon
Effect: On an unarmed Hit, the target gains Hindered(1) until the end of their next turn; a nerve-cluster strike that fades naturally.

Honed Form:

Cost: 2 Skill points
Requires: Tactical Training, Unarmed Melee Weapon (covers natural weapons such as claws, bites, mandibles)
Effect: Your unarmed and natural weapon attacks deal +1 Hit. Applies to standard unarmed strikes and to origin natural weapons.

Charge Up:

Cost: 2 Skill points
Requires: Tactical Training, Energy Melee Weapon
Effect: 1 Action to charge the next attack. Your next energy melee attack this turn costs +1 Energy and deals +1 Hit. The charge dissipates if not used by end of turn.

Energy Guard:

Cost: 2 Skill points
Requires: Tactical Training, Energy Melee Weapon
Effect: While wielding an energy melee weapon in hand, you gain Boon(1) on AF defence rolls against melee attacks. The arc of the weapon discourages reach.

Searing Edge:

Cost: 2 Skill points
Requires: Tactical Training, Energy Melee Weapon
Effect: On Hit, the target gains Suffering(1); Burning. They take 1 Hit at the start of each of their turns until they spend an Action to extinguish or enter water/vacuum.

Charged Stance:

Cost: 3 Skill points
Requires: Tactical Training, 2-handed Energy Melee Weapon
Effect: While wielding a 2-handed energy melee weapon, you gain Boon(1) on AF defence rolls. Your attacks deal a stacking +1 Hit per round you have held the weapon (capped at +3). The bonus resets if you swap weapons or sheath.

Cooling Pulse:

Cost: 2 Skill points
Requires: Tactical Training, Energy Melee Weapon
Effect: 1 Action to shed thermal stress. If your energy melee weapon is at -1 Quality from charge effects this encounter, restore +1 Quality (returning to its pre-charge state).

Expert

Smash Stunt:

Cost: 2 Skill points
Requires: Expert Training, Blunt Melee Weapon
Effect: Smash, Opponent Physical Check vs your attack roll or falls prone.

Pin Cushion:

Cost: 2 Skill points
Requires: Expert Training, Piercing Melee Weapon
Effect: On a successful hit, the weapon lodges in the target. The target is Restrained (Speed 0, Hindered(2)) until they spend 2 Actions to remove the weapon, taking 1 additional Hit as they pull it free. You must release your weapon to maintain the pin; retrieving it is an Extra Action once they remove it or go down.

Dice:

Cost: 2 Skill points
Requires: Expert Training, Slashing Melee Weapon
Effect: On a successful hit against a target already adjacent to another enemy, you may cleave through to the second target. Roll a second attack against the adjacent target at Bane(1). If it hits, deal half the weapon's normal Hits (round up). Both targets must be within your melee reach.

Joint Buster:

Cost: 3 Skill points
Requires: Expert Training, Blunt Melee Weapon
Effect: On Hit, the target loses 1 Action on their next turn. The blow lands on a joint; the joint refuses to do its work until the next round.

Wind Breaker:

Cost: 3 Skill points
Requires: Expert Training, Blunt Melee Weapon
Effect: On Hit, the target gains Bane(1) on their next defence roll. The breath is gone; the next dodge is half-hearted.

Hammer Toss:

Cost: 4 Skill points
Requires: Expert Training, Blunt Melee Weapon
Effect: On Hit, knock the target up to 3 squares away in a direction you choose. If they collide with terrain or another creature, they also become Prone.

Pendulum Strike:

Cost: 4 Skill points
Requires: Expert Training, 2-handed Blunt Melee Weapon, Stoic Guard
Effect: When an enemy misses you with a melee attack, you may make a single Blunt weapon attack against them as an Extra Action. Once per round.

Tendon Lance:

Cost: 3 Skill points
Requires: Expert Training, Piercing Melee Weapon
Effect: On Hit, the target becomes Slowed for their next turn; Speed halved (minimum 1 square).

Lunge Strike:

Cost: 3 Skill points
Requires: Expert Training, Piercing Melee Weapon
Effect: For one attack this turn, your weapon's melee reach is extended by 1 square. The lunge commits; you cannot retreat after the strike, and the target gains Boon(1) on melee attack rolls against you until the start of your next turn.

Spear Step:

Cost: 4 Skill points
Requires: Expert Training, Piercing Melee Weapon, Lunge Strike
Effect: When your Lunge Strike kills its target, gain an Extra Action that can only be used to step into the vacated square. Useful for advancing through a line of skirmishers without losing tempo.

Twin Skewer:

Cost: 4 Skill points
Requires: Expert Training, Piercing Melee Weapon, Skewer
Effect: Skewer two adjacent enemies in a single Action; both are pinned by the weapon. Both targets take the weapon's Hits at -1 Hit each. Removing the weapon costs 1 Action by either target; freeing both costs 1 Action by you to retrieve the weapon (after one target removes it).

Reaper Sweep:

Cost: 4 Skill points
Requires: Expert Training, Slashing Melee Weapon
Effect: A 360° sweep targets all creatures adjacent to you (friend and foe alike). Each takes the weapon's Hits at -1 Hit. Roll one attack roll; resolve against each target's AF independently.

Reverse Slash:

Cost: 3 Skill points
Requires: Expert Training, Slashing Melee Weapon
Effect: When you successfully defend a melee attack with AF, you may make a single slash attack against the attacker as an Extra Action. Once per round.

Disarming Slash:

Cost: 3 Skill points
Requires: Expert Training, Slashing Melee Weapon
Effect: On Hit, the target drops their weapon and gains Hindered(1). The dropped weapon lands in their square; recovering it costs 1 Action.

Twin Pass:

Cost: 4 Skill points
Requires: Expert Training, Slashing Melee Weapon, Pass-Through Cut
Effect: Your Pass-Through Cut continues through to a second adjacent enemy after the first overflow target. Apply the secondary cut at -1 Hit and that enemy's DR independently. Both adjacent enemies must be within reach of the primary target.

Joint Lock:

Cost: 3 Skill points
Requires: Expert Training, Unarmed Melee Weapon, Clinch
Effect: A target you have Clinched becomes Restrained (Speed 0, Hindered(2)) until they succeed on a Physical save vs your attack roll on their turn. The Clinch must be maintained; you cannot attack other targets while Joint Lock is held.

Twin Strike:

Cost: 3 Skill points
Requires: Expert Training, Unarmed Melee Weapon, two free natural weapons
Effect: 1 Action to make two unarmed attacks against the same target, each at -1 Hit. Each attack rolls separately and each can apply trick effects (Open Palm, Searing Edge, etc.) independently.

Shoulder Toss:

Cost: 3 Skill points
Requires: Expert Training, Unarmed Melee Weapon, Hip Throw
Effect: After a successful unarmed Hit, throw the target 2 squares in a direction you choose. If they land against terrain or another creature, they also become Stunned(1).

Tendon Strike:

Cost: 3 Skill points
Requires: Expert Training, Unarmed Melee Weapon, Pressure Point
Effect: On an unarmed Hit, the target becomes Slowed and loses 1 Action on their next turn. The strike pulls the wrong cluster of nerves; the target's body asks for permission before moving.

Sharpened Form:

Cost: 4 Skill points
Requires: Expert Training, Unarmed Melee Weapon, Honed Form
Effect: Your unarmed and natural weapon attacks deal +1 Hit (stacks with Honed Form for +2 Hit total). Once per encounter, a single unarmed/natural attack ignores all DR.

Sustained Charge:

Cost: 4 Skill points
Requires: Expert Training, Energy Melee Weapon, Charge Up
Effect: At the start of an encounter, declare your energy melee weapon Charged. While Charged, your attacks deal +1 Hit. The weapon consumes 1 Energy per round held in this state. The Charge ends when you choose to drop it, you run out of Energy, or the encounter ends.

Arcing Parry:

Cost: 4 Skill points
Requires: Expert Training, Energy Melee Weapon, Energy Guard
Effect: When you successfully defend a melee attack with AF, you may make a single energy melee attack against the attacker as an Extra Action. Once per round.

Burning Strike:

Cost: 4 Skill points
Requires: Expert Training, Energy Melee Weapon, Searing Edge
Effect: When you Hit a target who is already Burning, the Suffering, Burning increases by 1 stack (Suffering(1) → Suffering(2), etc.). Capped at Suffering(3), Burning per target.

Conduit Form:

Cost: 5 Skill points
Requires: Expert Training, Energy Melee Weapon, Charged Stance
Effect: You channel the weapon's energy through your body. While Conduit Form is active, your unarmed and energy melee attacks deal +1 Hit. You take Suffering(1); Shock per round (1 Hit electrical at the start of your turn). Conduit Form ends when you sheath the weapon.

Heat Vent:

Cost: 3 Skill points
Requires: Expert Training, Energy Melee Weapon, Cooling Pulse
Effect: Once per encounter, during a Stim Break, restore your energy melee weapon to full Quality (capped at 5). The vent purges accumulated thermal stress in a single cycle.

Mastery

Stone Cold:

Cost: 2 Skill points
Requires: Mastery Training, Blunt Melee Weapon
Effect: Knock Out, Opponent Physical check vs your attack roll or loses 2 actions and falls prone.

Impale:

Cost: 2 Skill points
Requires: Mastery Training, Piercing Melee Weapon
Effect: On a successful hit, you drive the weapon through the target. The attack bypasses all DR and deals Hits directly to the HITS track. The target gains Suffering(2); Bleeding and is Hindered(1) until the weapon is removed (2 Actions, 2 additional Hits on removal).

Sever:

Cost: 2 Skill points
Requires: Mastery Training, Slashing Melee Weapon
Effect: On a successful hit, you target a specific limb. The target makes a Physical save vs your attack roll or loses the use of that limb until surgically repaired. An arm: drop held items, cannot use two-handed weapons. A leg: Speed halved, Prone on failed Movement checks. The limb can be reattached by a Medic with Trauma Surgeon during a Lockdown or at a medical facility.

Skull Smasher:

Cost: 4 Skill points
Requires: Mastery Training, Blunt Melee Weapon
Effect: On a critical Hit (natural 96+) with a Blunt weapon, the target gains Stunned(1). The blow finds the seam where the helmet ends and the brain begins.

Earthquake Hammer:

Cost: 5 Skill points
Requires: Mastery Training, 2-handed Blunt Melee Weapon
Effect: A single overhead strike. The target and all enemies adjacent to the target gain Staggered(1). The shockwave applies the Staggered regardless of whether the strike Hits the primary target.

Sweeping Bash:

Cost: 5 Skill points
Requires: Mastery Training, 2-handed Blunt Melee Weapon
Effect: A 45° arc swing targets every enemy in the arc. Each takes the weapon's Hits and is pushed 1 square away. Roll one attack roll against each target's AF.

Iron Wave:

Cost: 6 Skill points
Requires: Mastery Training, 2-handed Blunt Melee Weapon, Pendulum Strike
Effect: Sweep all adjacent targets in a single Action. Each takes the weapon's full Hits. The weapon loses 1 Quality from the strain.

Heart Pierce:

Cost: 5 Skill points
Requires: Mastery Training, Piercing Melee Weapon
Effect: On a critical Hit (natural 96+) with a Piercing weapon, the attack bypasses all DR and applies Suffering(2); Bleeding to the target.

Lightning Jab:

Cost: 5 Skill points
Requires: Mastery Training, Piercing Melee Weapon
Effect: 2 Actions to make 3 jabs against the same target, each at -1 Hit. The jabs come faster than the target's defence can adapt; resolve all three against a single AF roll the target made on the first.

Reaching Phalanx:

Cost: 6 Skill points
Requires: Mastery Training, Piercing Melee Weapon, Long Lance
Effect: For the round, you and any allies adjacent to you with pierce weapons gain reach 2 squares. The formation requires you to remain in your square; moving ends the bonus for the round.

Phalanx Drive:

Cost: 6 Skill points
Requires: Mastery Training, Piercing Melee Weapon, Reaching Phalanx
Effect: Charge 2 squares forward and skewer the target at the end of the charge. If the pierce passes the target's DR, the target is knocked Prone in the square behind them. If they have nowhere to go, they instead gain Hindered(2).

Half-Moon Edge:

Cost: 5 Skill points
Requires: Mastery Training, 2-handed Slashing Melee Weapon
Effect: A 180° arc swing targets every enemy in the arc. Each takes the weapon's Hits. The weapon loses 1 Quality from the strain. Roll one attack roll against each target's AF.

Single Stroke:

Cost: 6 Skill points
Requires: Mastery Training, Slashing Melee Weapon
Effect: Once per encounter, declare your next slash attack a Single Stroke. If the attack Hits, it is treated as a Critical Hit regardless of the d100 result. The mastery is in committing fully to one cut.

Disarm Master:

Cost: 5 Skill points
Requires: Mastery Training, Slashing Melee Weapon, Disarming Slash
Effect: On Hit, the target drops their weapon. You also gain an Extra Action that can only be used to catch and stow the dropped weapon, if it lands within reach.

Riding Edge:

Cost: 6 Skill points
Requires: Mastery Training, Slashing Melee Weapon, Twin Pass
Effect: Your slash cleaves through a row of up to 3 enemies in a line. Each takes the weapon's Hits at -1 Hit per target after the first (first at full, second at -1, third at -2).

Crush:

Cost: 6 Skill points
Requires: Mastery Training, Unarmed Melee Weapon, Joint Lock
Effect: Each round you maintain a Clinch with Joint Lock active, the target takes 1 Hit blunt that bypasses DR (internal injury). If you maintain the Clinch for 3 or more consecutive rounds, the target gains 1 Wound that persists past combat and can only be removed by a Medic with Trauma Surgeon. Releasing the Clinch ends the per-round damage but does not heal the Wound. The persistent Wound matters most against named creatures, recurring villains, or enemies who flee the encounter; most mooks are dead before round 3.

Crushing Palm:

Cost: 5 Skill points
Requires: Mastery Training, Unarmed Melee Weapon, Open Palm
Effect: A single unarmed attack; +2 Hit. On Hit, the target also gains Staggered(1).

Body Slam:

Cost: 5 Skill points
Requires: Mastery Training, Unarmed Melee Weapon, Shoulder Toss
Effect: Against a target of Mass equal to or less than yours: knock both you and the target Prone in adjacent squares; both take 1 Hit blunt. The Slam happens at the end of the move portion of a Move-and-Act; you commit your body and your Mass to the takedown.

Knockout Strike:

Cost: 6 Skill points
Requires: Mastery Training, Unarmed Melee Weapon, Tendon Strike
Effect: On a critical unarmed Hit (natural 96+), the target falls unconscious for 1d4 rounds. The target may make a Physical save vs your attack roll to resist; on success, they instead gain Stunned(2).

Awakened Form:

Cost: 6 Skill points
Requires: Mastery Training, Unarmed Melee Weapon, Sharpened Form
Effect: Your unarmed and natural weapon Hit Rating scales with character rank: +1 Hit per 4 Ranks (Rank 4 = +1 Hit, Rank 8 = +2 Hit). Applies to standard unarmed strikes and to origin natural weapons.

Overcharge:

Cost: 6 Skill points
Requires: Mastery Training, Energy Melee Weapon, Sustained Charge
Effect: A single energy melee attack; +2 Hit. Costs 3 Energy from your pool. After the strike, the weapon loses 1 Quality from the surge.

Mirror Edge:

Cost: 6 Skill points
Requires: Mastery Training, Energy Melee Weapon, Arcing Parry
Effect: When you take Hits from an energy attack, you may absorb 1 Hit into your weapon's capacitor as an Extra Action, once per encounter. The next melee attack you make with the energy weapon deals +1 Hit, the absorbed energy released through the strike. The stored charge dissipates at end of encounter if unspent, there is no carry-over to the next fight.

Plasma Sword:

Cost: 6 Skill points
Requires: Mastery Training, Energy Melee Weapon, Burning Strike
Effect: On Hit, the target gains Suffering(2), Burning and the attack ignores 1 DR of any energy type. The Plasma Sword brand is the operator's, not the manufacturer's, every cut is signed.

Volt Master:

Cost: 6 Skill points
Requires: Mastery Training, Energy Melee Weapon, Conduit Form
Effect: Your energy melee attacks bypass any Electrical DR the target carries. On a critical Hit (natural 96+), the target also gains Stunned(1).

Phase Cooling:

Cost: 5 Skill points
Requires: Mastery Training, Energy Melee Weapon, Heat Vent
Effect: For the entire encounter, your energy melee weapon does not lose Quality from charge effects, channelled abilities, or sustained heat. Other Quality losses (incoming damage, broken parts) apply normally.