Post by Marɨck Løcke on Aug 18, 2012 11:54:21 GMT -5
• Two from the following list may be chosen.
• All heavy melee have a charge up time, with some much slower and some quicker, though none could be called fast.
• Everyone may use a light melee doing 150 base damage per hit with a 3 hit combo. This may be unarmed martial arts, pistol whipping, or attacking with the stock of a rifle. Many of the melee here could also be used as a light melee, within reason.
• If an individual equips their weapon with a bayonet or stunner, it may be used a light melee, but to use it as a heavy melee it will take up one of their two choices being functionally the same as a combat omni-blade. When not using the weapon attachment as a melee, it acts as a battery to provide your other melee with energy and thus it's damage bonus.
• All heavy melee have a charge up time, with some much slower and some quicker, though none could be called fast.
• Everyone may use a light melee doing 150 base damage per hit with a 3 hit combo. This may be unarmed martial arts, pistol whipping, or attacking with the stock of a rifle. Many of the melee here could also be used as a light melee, within reason.
• If an individual equips their weapon with a bayonet or stunner, it may be used a light melee, but to use it as a heavy melee it will take up one of their two choices being functionally the same as a combat omni-blade. When not using the weapon attachment as a melee, it acts as a battery to provide your other melee with energy and thus it's damage bonus.
• Omni-Blade – The most common melee-combat application for the omni-tool. A transparent disposable silicon-carbide blade with nearly diamond hard consistency is flash-forged by the tool's mini-fabricator and suspended in a mass effect field safely away from the user's skin. Warning lights illuminate the field so the searing-hot blade only burns what it is intended to: the opponent. These warning lights may be disabled for stealth purposes, but extreme precaution should be taken as even experienced operators make mistakes in the heat of combat and a number of fatalities have been caused by callous soldiers.
This standardized weapon is utilized by the majority of military personnel for it's utilitarian design, which is light weight and takes up no extra equipment space. Requiring a minimal amount amount of power from the omni-tool, it does not burn nearly as hot as as other omni-blade variants as is poorly suited for combat. It is instead a used as an all purpose cutting tool with the ability for the edge to be made either strait or serrated. The blade is itself curved with a single-edge and fabricated on the back of the wrist before swinging out in front of the fist.
[This ability may only be taken by those with any discipline and does not count towards their two melee weapon limit.]
<250pts melee damage>
• Combat Omni-Blade – While this omni-blade variant looks identical to the standard design, it is made for combat purposes and it's design attempts to maximize the ability to drop an opponent with a single strike. The blade snaps outward more quickly than a standard omni-blade so it can be ready at a moments notice, but still requires critical time to set up. This is because it is heated at a much higher temperature for a clean cut through nearly any defense, additionally minimizing any risk of getting stuck in an opponent. While the edge of the blade is sharpened so that it can slash, damage to an opponent is maximized with a single outward thrust to pierce the enemy with a reach about one foot longer than their arm.
This template can also be used for Omni-Blade Bayonet, Monomolecular Bayonet, or Pistol Melee Stunner.
[This ability may only be taken by those with any discipline.]
<700pts melee damage / 1m range>
• Dual Omni-Blades – Utilizing a a pair of combat omni-blades, the user thrusts forward and crosses their arms in a sort of scissor motion to ensure they strike any enemy within arms reach. To accommodate this, the edge is made sharper for cutting at the cost of the tip being dulled making it less ideal for stabbing. The primary advantage to this tactic is it creates a wide arc in which can catch enemies who try to sidestep or hit additional enemies provided they are each close enough. Additionally the user must obviously have both of their hands free making this most commonly used by support personnel, such as sentinels, who typically use light weaponry that can quickly be holstered.
[This ability may only be taken by those with any discipline.]
<600pts melee damage / 1m cone>
• Reverse Omni-Blade – This design, while similar to a combat omni-blade, creates a variation that is both slightly longer and slimmer, swinging out for the blade to be pointed downwards and parallel to the bottom of the arm opposite to the thumb. This allows it to be used in a sort of sideways backhand chopping motion similar to an axe, slamming into enemies with greater force to stagger weaker foes. This blade does requires more finesse to use and reduces the range of the melee both outward and to the side opposite to the swing. While this deals less direct damage than a thrust from a combat omni-blade to armor and shields, it is extremely efficient at slicing through flesh to absolutely eviscerate unprotected foes.
[This ability may only be taken by those with combat as their primary or sole discipline.]
<600pts melee damage / +50% health damage / 350 newton force>
• Disruptor Omni-Blade – This omni-blade variation tends to be utilized by those who are inclined towards technical pursuits due to the required fine-tuning of the omni-tool, but still find themselves often in direct combat and in need of a good martial weapon. Similar to the combat omni-blade, it is fabricated on the back of the hand and requires a moment before it swings outward at the ready. This moment however is not used to heat the blade to as high a temperature and instead imbues it with an electrical charge. To hold this current the blade is shaped in a dual pronged fork, with electricity crackling across the center opening. This makes it less suited to stabbing as well as generally less damaging, but allows it to expertly cut through shields with much greater ease and typically used in an upward slashing motion.
[This ability may only be taken by those with tech as their sole, primary, or secondary discipline.]
<600pts melee damage / +50% shield damage>
• Incendiary Omni-Blade – An omni-blade only in name, this melee technique tends to be utilized by those who are inclined towards technical pursuits due to the required fine-tuning of the omni-tool, but the lack martial training for a bladed weapon. This melee technique involves fabricating a cloud of flammable gasses held in place by a mass effect field over the back of the hand above a circular ring. After a moment passes to gather these components, the ring then begins to rapidly spin creating sparks as the user backhands the enemy with the gasses ignited in a small arc of flames that trail the user's omni-tool. While this typically does actually not ignite an enemy, it is quite damaging and, more importantly, will rapidly burn through even the thickest of armor.
[This ability may only be taken by those with tech as their sole, primary, or secondary discipline.]
<600pts melee damage / +50% armor damage>
• Explosive Omni-Blade – An omni-blade only in name, this melee technique tends to be utilized by those who are inclined towards technical pursuits due to the required fine-tuning of the omni-tool, but the lack martial training for a bladed weapon. A combat engineer who specializes in demolitions is able to expertly utilize the common materials found within their omni-tool fabricator's supply to create a small concussive explosive on the front of their fist which is delivered with a strait punch. In another feat of their engineering prowess, the small blast is shaped to expand in a small radius without causing any damage to themselves and is capable of knocking down weaker foes. One disadvantage to this weapon however is that the explosive cannot be detonated on command and thus the punch must make contact with the enemy.
[This ability may only be taken by those with tech as their sole discipline.]
<400pts melee damage / 600 newton force / 2.5m radius>
• Omni-Claws – A rare variation largely found among the vorcha which requires a certain kind of primal finesse to properly use. Creates pair of slider two pronged curved blades on the back of each hand, user's of this style are capable of savagely ripping and tearing apart an enemy. With omni-tool power dedicated to fabricating these blades, they are not heated to the same searing temperature as others. This however makes the weapon quickly deployed when utilized alongside a lunging motion to cover ground and immediately attack. To make up for the weakened cutting power of the blades the enemy is barreled over in this lunge and a series of rapid strikes are delivered rather than a single large blow. The flaw in this strategy however is that it leaves the user dangerously open to enemy fire. Additionally these blades obviously require two hands so weapons must first be holstered.
This template can also be used as Krogan Charge.
[This ability may only be taken by those with combat as their sole discipline.]
<600pts melee damage / 850 newton force>
• Omni-Shield Bash – A defensive form of omni-tool weaponry commonly used by heavily armed law enforcement which combines the principles behind an omni-blade and tech armor. A series of transparent polycrystalline-composite ablative plates are first flash-forged by the minifacturing fabricator and covered in a haptic-style light effect. Trapped between two low-yield barriers, a warp effect serves to suspend and reinforce the shield by disrupting incoming force and bleeding away the kinetic energy of projectiles. It is further reinforced with a focused kinetic barrier generator to increase it's impact force and damage those beneath armor. When used as a weapon, it can be rather quickly swung to forcefully bash an enemy against it's hard surface.
[This ability may only be taken by those with the omni-shield power.]
<500pts melee damage / 500 newton force>
• Enforcement Omni-Shield Bash – A variation on the standard omni-shield design which enhances the focused kinetic barrier generator to it's maximum level. When the omni-shield is bashed against an enemy, this delivers a repulsive effect to not only crush those in it's path, but also send weaker enemies flying backwards. This however comes at a steep cost with a good deal of time needed to charge the offensive barrier before the swing, thus giving the enemy time to dodge as well as leaving the user incredibly open to enemy fire.
[This ability may only be taken by those with the omni-shield power.]
<800pts melee damage / 600 newton force>
• Disruptor Omni-Shield Bash – A variation on the standard omni-shield design which adds a device housed within the handle capable of generating a high-voltage low-current electrical discharge. When the omni-shield is bashed against an enemy, it causes neuromuscular incapacitation which immediately stuns the hostile and slows their movement for a short time.
[This ability may only be taken by those with the omni-shield power.]
<500 melee damage / 600 Newton Force / -20% movement speed / 5 sec duration / 1 sec incapacitate duration>
• Incendiary Omni-Shield Bash – A variation on the standard omni-shield design which adds a device housed within the handle capable of releasing a flammable gas. When the omni-shield is bashed against an enemy, this gas is ignited to cover the shield in a blaze which in turn sets those who come into contact with it on fire to burn them for additional damage over a short period of time.
[This ability may only be taken by those with the omni-shield power.][/b]
<500pts melee damage / +50% burn damage over 5 sec / 500 newton force>
• Cryo Omni-Shield Bash – A variation on the standard omni-shield design which adds a device housed within the handle capable of releasing a Bose-Einstein condensate mass of super-cooled subatomic particles. When the omni-shield is bashed against an enemy, the shield is covered in this effect to rapidly chill those that come into contact with it. Against those with defenses, joints become more difficult to move while the integrity of armor is weakened against attack. Those without defenses become practically frozen and are unable to move, as well as being susceptible to shattering when impacted with high force.
[This ability may only be taken by those with the omni-shield power.]
<400pts melee damage / 500 newton force / -15% movement speed / -50% armor weaken / 5 sec freeze duration>
[/spoiler]
• Baton – A classic melee weapon with a deceivingly simple design that has been perfected over the years. Typically utilized by law enforcement for it's non-lethal capability to incapacitate hostiles, it is certainly still capable of being deadly in the correct hands. Composed of a high-impact industrial ceramic, advanced polymer plastic, and lightweight non-ferrous alloy composite for durability, it is further reinforced with a focused kinetic barrier generator to increase it's impact force and damage those beneath armor. It's primary advantage is that it can be rather quickly swung to forcefully bash an enemy against it's hard surface.
[This ability may only be taken by those with combat as their sole, primary, or secondary discipline.]
<500pts melee damage / 500 newton force>
• Enforcement Baton – A classic melee weapon with a deceivingly simple design that has been perfected over the years. Typically utilized by law enforcement for it's non-lethal capability to incapacitate hostiles, it is certainly still capable of being deadly in the correct hands. Composed of a high-impact industrial ceramic, advanced polymer plastic, and lightweight non-ferrous alloy composite for durability, it is further reinforced with a focused kinetic barrier generator to increase it's impact force and damage those beneath armor. The repulsive effect is very powerful, not only crushing anything in it's way, but also sends weaker enemies flying backwards. This however comes at a steep cost with a good deal of time needed to charge the offensive barrier before the swing, thus giving the enemy time to dodge as well as leaving the user incredibly open to enemy fire.
[This ability may only be taken by those with combat as their primary or sole discipline.]
<800pts melee damage / 600 newton force>
• Disruptor Baton – A variation on the standard baton design which adds a device housed within the handle capable of generating a high-voltage low-current electrical discharge. When the baton comes into contact with an enemy it causes neuromuscular incapacitation which immediately stuns the hostile and slows their movement for a short time.
[This ability may only be taken by those with tech as their primary or sole discipline.]
<500 melee damage / 600 Newton Force / -20% movement speed / 5 sec duration / 1 sec incapacitate duration>
• Incendiary Baton – A variation on the standard baton design which adds a device housed within the handle capable of releasing a flammable gas. When the baton is bashed against an enemy, this gas is ignited to cover the outer layer in a blaze which in turn sets those who come into contact with it on fire to burn them for additional damage over a short period of time.
[This ability may only be taken by those with tech as their primary or sole discipline.]
<500pts melee damage / +50% burn damage over 5 sec / 600 newton force / -100% health regeneration>
• Cryo Baton – A variation on the standard baton design which adds a device housed within the handle capable of releasing a Bose-Einstein condensate mass of super-cooled subatomic particles. When the baton is bashed against an enemy, the outer layer covered in this effect to rapidly chill those that come into contact with it. Against those with defenses, joints become more difficult to move while the integrity of armor is weakened against attack. Those without defenses become practically frozen and are unable to move, as well as being susceptible to shattering when impacted with high force.
[This ability may only be taken by those with tech as their primary or sole discipline.]
<400pts melee damage / 600 newton force / -15% movement speed / -50% armor weaken / 5 sec freeze duration>
• Monomolecular Blade – A relatively recently developed melee weapon utilized by Alliance N7 operatives and modeled after the ancient ninjato, but with a edge that has been sharpened to a single strongly bonded molecule. While this allows for it to cut through nearly any object with ease, it is also dulls extremely quickly and is easily breakable when subjected to small arms fire. Thus it is typically distributed only to those involved in stealth operations where a target can be taken aware and assassinated. The weapon does however have the advantage of it's length in close combat situations with a wide slash that is difficult to dodge.
[This ability may only be taken by those with combat as their sole, primary, or secondary discipline.]
<700pts melee damage / 1.50m cone>
• Disruptor Monomolecular Blade – A variation which places a device within the handle alongside a conductive metal along the blade capable of channeling an electrical charge. While this reduces the cutting ability of the blade, it allows it to expertly disrupt kinetic shields in order to bypass defenses. The miniaturized technology is experimental, yet to be perfected, and must continually have it's setting adjusted for optimal performance so it does not backfire. Thus using this weapon requires a technically inclined individual who additionally has had combat training in the mostly forgotten art of using a ninjato.
[This ability may only be taken by those with tech as their primary discipline and combat as their secondary or combat as their primary and tech as their secondary.]
<600pts melee damage / +50% shield damage / 1.50m cone>
• Incendiary Monomolecular Blade – A variation which places a device within the handle alongside a flammable liquid along the blade capable of being ignited on command. While this reduces the cutting ability of the blade, it allows it to expertly melt through armor in order to bypass defenses. The miniaturized technology is experimental, yet to be perfected, and must continually have it's setting adjusted for optimal performance so it does not backfire. Thus using this weapon requires a technically inclined individual who additionally has had combat training in the mostly forgotten art of using a ninjato.
[This ability may only be taken by those with tech as their primary discipline and combat as their secondary or combat as their primary and tech as their secondary.]
<600pts melee damage / +50% armor damage / 1.50m cone>
• Biotic Monomolecular Blade – A technique which allows a biotic to sheath their blade with a constantly shifting mass effect field. While this reduces the cutting ability of the blade, it allows it to sever barriers in order to bypass another biotic's defenses. Creating a sustained field which continually shifts without fail is a difficult task and it is made even more arduous by making it localized purely around the blade without harming themselves. Thus this technique specifically requires an expert biotic who additionally has had combat training in the mostly forgotten art of using a ninjato..
[This ability may only be taken by those with biotic as their primary discipline and combat as their secondary or combat as their primary and biotic as their secondary.]
<600pts melee damage / +50% barrier damage / 1.50 cone>
• Enforcement Gauntlets – A device created by the Batarian Hegemony as a non-lethal weapon for their law enforcement before being adopted by criminals in the Terminus Systems and optimized for offensive purposes. It consists of armored gloves powered by the wear's hardsuit containing a small repulsive kinetic barrier generator which focuses it's power by greatly reducing the barrier's coverage area. The repulsive effect very powerful not only crushing anything in it's way, but also sends weaker enemies flying backwards. This however comes at a steep cost with a good deal of time needed to charge the offensive barrier before the punch, thus giving the enemy time to dodge as well as leaving the user incredibly open to enemy fire.
[This ability may only be taken by those with combat as their sole discipline.]
<900pts melee damage / 600 newton force>
• Devastator Stomp – A new feature that comes standard with the cutting edge T5-V battlesuit utilized by N7 special operations personnel. Many others who do not have access to T5-V or prefer other armor have began to install it as well in order to gain an edge on the battlefield. This utilizes the mechanical limb-assisting hydraulic servo's installed within a soldier's suit to charge up excess energy and focus it under the sole of their boot. When slammed to the ground it delivers damaging discharge in a shockwave all around them. While this provides a more physical trauma than area melee techniques used by others, it also lacks in enough force to stagger all but the weakest of enemies. This can unfortunately result in leaving the user open to attack if this does not finish off any hostiles.
[This ability may only be taken by those with combat as their sole discipline.]
<500pts melee damage / 200 newton force / 3m radius>
• Biotic Strike – A technique in which a biotic, after a moment of preparation, sheaths their fist in a powerful mass raising field to deliver a damaging punch that is capable of staggering weaker enemies through the sheer amount of force it delivers. This is one of the most commonly found melee attacks among biotics for it's damage in addition to it's utility to allow a follow up attack.
[This ability may only be taken by those with biotic as their sole, primary, or secondary discipline.]
<650pts melee damage / 400 newton force>
• Biotic Bash – A technique in which a biotic sheaths their fist in an extremely powerful mass raising field to deliver a damaging punch that is capable of staggering or sending weaker enemies flying backwards through the sheer amount of force it delivers. This however comes at a steep cost with a good deal of time needed to charge the offensive barrier before the punch, thus giving the enemy time to dodge as well as leaving the user incredibly open to enemy fire.
[This ability may only be taken by those with biotic as their sole discipline.]
<800pts melee damage / 750 newton force>
• Biotic Thrust – A technique in which a biotic, after a moment of preparation, sheaths their palm in a powerful mass raising field to deliver a forceful thrust that is capable of sending enemies flying backwards. This is one of the most commonly found melee attacks among biotics for it's ability to force more combat inclined individuals away from them and be followed up with their ranged biotic abilities.
[This ability may only be taken by those with biotic as their sole, primary, or secondary discipline.]
<400pts melee damage / 900 newton force>
• Biotic Wave – A technique in which a biotic, after a moment of preparation, sheaths their palm in a powerful mass raising field to deliver a forceful wave outward in a cone in front of them capable of sending weaker enemies flying backwards. This can allow the biotic to force back several enemies if they become overwhelming or catch a single enemy as this is difficult to dodge.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
<400pts melee damage / 700 newton force / 3m cone>
• Biotic Blast – An expert technique in which a biotic, after a moment of preparation, sheaths their entire body in a mass raising field before causing it to discharge in all directions around them to deliver a forceful shockwave. This does however leave the biotic briefly breathless afterward, leaving them open to attack from those just beyond their reach.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
<400pts melee damage / 600 newton force / 3.5m radius>
• Biotic Blast Wave – An expert technique in which a biotic, after a moment of preparation, sheaths their entire body in a mass raising field before causing it to discharge in all directions around them to deliver a wide reaching shockwave. This does however leave the biotic briefly breathless afterward, leaving them open to attack from those just beyond their reach or enemies who recover quickly.
[This ability may only be taken by those with biotic as their sole discipline.]
<400pts melee damage / 400 newton force / 6m radius>
• Biotic Whip – Through intense concentration some biotics are capable of creating a mass raising field tightly contained within a cylindrical and malleable shape. Projected from the wrist, the arm can be raised upwards before quickly snapped downwards to use this weapon similar to a whip, allowing a biotic to attack an enemy with their melee while retaining some distance. While this can be more quickly deployed than other melee attacks, it still take a moment to prepare and some time afterward to safely retract and remove the contained field with harming themselves.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
<450pts melee damage / 450 newton force / 3m range>
• Dual Biotic Whips – Through intense concentration some biotics are capable of creating a mass raising field tightly contained within a cylindrical and malleable shape. Projected from the wrist, these dual whips can be quickly snapped horizontally in a scissor shape to create a cone that is difficult to dodge. While this can be more quickly deployed than other melee attacks, it still take a moment to prepare and some time afterward to safely retract and remove the contained field with harming themselves.
[This ability may only be taken by those with biotic as their primary or sole discipline.]
<550pts melee damage / 400 newton force / 2m cone>
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