Friday, March 2, 2007

New Bayonets

Bayonets (price varies by type)

Bayonets! Weapon of the past, Weapon of the Future! Is your next Op going to involve heavy infighting? Worried about close quarters combat? Get a Militech Bayonet and survive the fight!

Normal Steel Bayonet. Basically a survival knife you attach on the end of a rifle turning it into a spear. They tend to be unweildly, but cause a great deal more damage than your average knife due to the extra weight of the rifle behind them. Unfortunately, you cannot mount anything other than an UB microwaver in conjunction with a bladed bayonet.
MEL -2 U C 3d6 NA 1 VR 1m 15eb

Monobayonet. A mono version of the above. Causes ridiculous amounts of damage but is extremely prone to shattering, doing so on any roll of a 2 or 1. However, on a parry the blow usually hits the rifle, sparing the monoblade (only shatters on 1 on a d10).
MEL -2 U P 5d6 NA 1 UR 1m 250eb

Chain Bayonet. A miniature chainsaw hooked to the front of your rifle. Good for a terror weapon or Space Marine wannabe. Makes an annoying whirring sound when turned on, and the battery is only good for 2 hours. Turning on takes an action.
MEL -2 U R 5d6+2 NA 1 ST 1m 180eb

Spike Bayonet. This bayonet is a low profile design allowing one to mount the various other underbarrel things in addition to the bayonet. However, it is not AP and does fairly low damage. But hey, who cares when you can mount a under barrel rocket pod at the same time.
MEL -2 U P 2d6 NA 1 VR 1m 10eb

Taser Bayonet. Just a normal touch taser with a rifle mount. Impact triggered, and good for ten zaps. Changing the battery takes two turns. The battery costs 5 eb and is the same one used in the chainknife.
MEL -2 U P Stun 10 1 ST 1m 120eb

Airhypo Bayonet. Basically a standard airhypo with a rifle mount. It is impact triggered, and can hold twenty doses of any drug. All twenty doses must be of the same drug.
MEL -2 U P by drug 20 1 ST 1m 200eb

Spawnblade Bayonet. The ultimate bayonet! At normal observation, this is a normal bayonet. Once the safety is disabled, however, the Spawnblade's memory-metal edges can fan out. On any impact that does more than 4 points of damage and bypasses the opponent's armor, the Spawnblade is triggered. It spreads into a razor-sharp 50-degree spatula inside the hapless victim's body. This does an additional 1d6+3 damage (armor will not help). Once opened, a Spawnblade can only be removed with a Medtech roll of 20; any other means will cause the victim another 1d6/2 damage.
MEL -2 U P 1d6+4 NA NA ST

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