Weapons

A wide range of weapons are available in Eclipse FATE, from the primitive to the technologically advanced.

Melee weapons

 

Melee weapons are those wielded by hand (or foot) in melee combat. They are divided by the skill be which they are used. Weapons of the Unarmed category are used with the Unarmed Combat skill. All other melee weapons are wielded using the Weapons skill.

Blades

Diamond Axe: Commonly found on many habitats for fire and emergency purposes, axes require two
hands to wield. Their blades are diamond-coated for superior cutting ability. 

Flex Cutter: The blade of this machete-like weapon is made of a memory polymer. When deactivated, the
blade is limp and flexible, and may even be rolled up or otherwise easily concealed. When activated, however, the blade stiffens and sharpens into a vicious slashing weapon. 

Knife: A standard cutting implement, still carried by many. 

Monofilament Sword: Though swords are rather archaic in the time of Eclipse Phase, a few eccentrics take advantage of modern versions with a selfsharpening near-monomolecular edge, easily capable of slicing through metal or limbs. 

Vibroblade: These buzzing electronic blades vibrate at a high frequency for extra cutting ability. This has little extra effect when stabbing or slashing, but provides an extra +1 to skill rolls when carefully sawing through something. 

Wasp Knife: Wasp knives are equipped with a canister in their handle. The common use is to fill these canisters with pressured air, which inflates inside the target. This is potentially lethal in vacuum or pressurized environments (like underwater), as the gas bursts out of the body cavity to escape (+2 shifts to damage in such situations). Wasp knives may also be loaded with chemicals, drugs, or nanobots. The target must be damaged for the canister’s contents to
affect them.

Clubs

Club: Clubs encompasses a wide range of onehanded blunt objects, from saps to sticks to pipes.

Extendable Baton: This hardened composite baton retracts into its handle for easy carrying, storage, or
concealment. Extending it simply requires a flick or an electronic signal. 

Shock Baton: Shock batons are standard clubs used for policing duties, but when activated they also
deliver an electric shock to struck targets 

Exotic melee weapons

Monowire Garrote: This assassin’s weapon features a dangerous monomolecular wire wrapped around a contained spool with two handles. One handle grips the spool, while the other extends the wire so that it may be used to wrap around targets (typically necks or limbs) and slice through them when pulled. Monofilament tensile strength is weak, however, usually breaking after one use.

Unarmed

In addition to the weapons described below, certain bioware or cyberware mods may also be of use in melee combat. These are described in the corresponding chapters, but are also listed in the table below.

Densiplast Gloves: These gloves extra-harden when activated, for extra punch. 

Shock Gloves: When activated, these gloves deliver an incapacitating shock along with every punch or grab. Note that the effect is the same whether wearing one glove or two.

 
Blades Cost Traits
Diamond Ax +1 Bulky aspect, +1 to melee attack rolls
Flex Cutter +1 +2 shifts to melee damage
Knife +0 -
Monofilament Sword +2 +2 to melee attack rolls, Armor Penetration aspect
Vibroblade +1 +2 shifts to melee damage, may be used as a tool
Wasp Knife +1 contains compressed air or drug dose
Clubs    
Club +0 -
Extentable Baton +0 Easy to conceal aspect
Shock Baton +1 In addition to damage, target gains temporary Shocked aspect which may be tagged once.
Exotic melee weapons    
Monowire garotte +1 Ignores all armor, +2 shifts to melee damage, can only be used once
Unarmed    
Bioware claws - +2 shifts to damage
Cyberclaws - +2 shifts to damage
Densiplast gloves +1 +2 shifts to damage
Eelware - Target gains temporary Shocked aspect which may be tagged once.
Shock gloves +1 Target gains temporary Shocked aspect in addition to damage which may be tagged once.
Unarmed - Normal unarmed attack