Factbites
 Where results make sense
About us   |   Why use us?   |   Reviews   |   PR   |   Contact us  

Topic: Melee weapons


  
  Weapons :: d20srd.org
A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier ×2).
A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit ×2).
www.d20srd.org /srd/equipment/weapons.htm   (5414 words)

  
  The Weapons Master
Causing fear with a melee weapon of proficiency: Like the kensai, a weapons master of 7th level or higher can cause fear in all creatures with 1 hit die or less (saving throw versus breath weapon is allowed), provided the weapons master is wielding a melee weapon that he or she is proficient with.
Whenever a weapons master attains an experience level that earns a new weapon proficiency slot (4th level, 7th, 10th, etc.), he or she may opt to take another weapon of proficiency or instead to specialize in a weapon he or she is already proficient with, much like a fighter does.
Melee weapons of proficiency wielded by a weapons master give the character all the abilities that a weapons master is entitled to when wielding a melee weapon of proficiency, regardless of whether the proficiency was "earned" by the weapons master class or by the "other" class(es).
pw1.netcom.com /~rogermw/ADnD/Weapons.html   (4250 words)

  
 Melee/Close Combat Weapons
Heated melee weapons can often ignite volatile chemicals on contact, but this is as big as risk to the wielder as it is to the target.
Weapons that are designed to be swung (but usually not those that are designed for thrusting) can hit with greater force if a thruster of some kind drives the striking surface.
This allows the weapon to bend around a parry or even to strike a target that is around a corner (as long as the target is within reach and the wielder can sense the target).
www.orionsarm.com /tech/melee_weapons.html   (4135 words)

  
 New Melee Weapons Skills
The goal: to increase the effectiveness of the Melee Weapons skill to the point where it is worth having.
This is an appropriate skill to use with light, fast weapons, and not with heavier ones.
Disarming with a weapon causes no damage, but if the Effect Value is 3 or more, the character performing the disarm may determine in which direction the weapon is lost (including behind themselves).
www3.sympatico.ca /astruman/new_melee_weapons_skills.htm   (1065 words)

  
 [No title]
It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a —4 penalty on the attack roll.
In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (—4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2).
www.geocities.com /sovelior/srd/weapons.html   (5491 words)

  
 play.net >> GemStone IV
Ranged vs. Melee attacks: When used in the left hand, missile weapons and ammunition function normally as ranged weapons, however, in a pinch the user may switch the weapon are ammunition to his or her right hand and use it as a melee weapon.
Ranged weapons are not susceptible to weapon degradation and breakage unless they are used as melee weapons.
When used as a melee weapon in the right hand, the arrow makes use of edged weapon skill to attack and brawling skill to parry.
www.play.net /gs4/info/armory/missileweapons.asp   (620 words)

  
 MELEE WEAPONS
These mono-blade weapons do not always show up on the more basic security scanners so you will be able to carry a small knife.
Some weapons have multiple attack forms: a knife can stab a person OR be slashed at them; whereas a sledgehammer is swung at a target.
Some weapons may be hard to find due to their easy concealment, or the skill required to make them.
www.darkage.co.uk /rpg/equip/weapons/melee.htm   (1006 words)

  
 The Arreat Summit - Items: Rune Words   (Site not responding. Last check: 2007-10-23)
Melee Weapons = Most weapons that aren't ranged such as a Sword or Hammer.
A Bow or Crossbow is a ranged weapon and is not in this category.
Melee Weapons: Hand-to-Hand, Blunt, Combo Weapon, Polearm, Spear, Knife, Sword, Axe.
www.battle.net /diablo2exp/items/runewords.shtml   (887 words)

  
 Melee Weapons
Melee weapon damage is not halved for Vampires if they are bladed.
Any fencing weapon with a light blade from two to six feet long falls into this category, although technically they could be divided as katanas, schlagers, foils, epees, rapiers and sabers.
Fencing weapons are fast and light, excellent for use against slow opponents, but have a difficult time chopping or scoring deep cuts.
avernusgames.com /items/melee.html   (1230 words)

  
 Spelljammer Weapons and Armor
The weapon is strapped on the outside of the forearm, the blade running from just above the elbow to several inches beyond the fingertips.
If the weapon is increased or decreased in size, modify the dietype for the new size instead of modifying the total number.
The crescent whip is treated as a melee weapon with a 15-foot reach, though you don't threaten the area into which you can make an attack.
www.spelljammer.org /chars/equip/weapons3e.html   (1276 words)

  
 List of Star Wars melee weapons - Wikipedia, the free encyclopedia
Amphistaffs are the Primary anti-personnel weapons of the Yuuzhan Vong.
The appearance of this weapon in Star Wars Episode III: Revenge of the Sith marked the first time a non-lightsaber weapon that could withstand the cutting power of a lightsaber in a Star Wars film was used.
It is used as the primary weapon of the Tusken Raiders, and is known to non-Raiders as a "Gaffii stick".
en.wikipedia.org /wiki/List_of_Star_Wars_melee_weapons   (1598 words)

  
 Melee - GuildWiki
Unlike caster, melee character is generally used to refer collectively to both pure and hybrid melee professions.
A melee build is any build that uses a melee weapon, in addition to the melee professions, Ranger is also a common primary profession for melee builds.
The term tank is used far more often than pure melee to refer to the single pure melee class, because Warriors have high AL and numerous defensive skills, although there are some non-melee Warrior builds.
gw.gamewikis.org /wiki/Melee   (344 words)

  
 Weapons
Then the weapon is lashed toward an opponent who may not only become entangled but also suffer a significant slashing attack from the blade.
The major drawback of the weapon is the large amount of room needed to use it effectively (at least a 10 ft. radius).
The sabre is a duelist's weapon and is slightly curved slashing blade of medium length.
www.shatteredfractine.com /shipyard/weapons.html   (3042 words)

  
 Melee Weapons and Zombies - Page 46 - All Things Zombie Forums   (Site not responding. Last check: 2007-10-23)
That's what melee weapons are for: when you don't have a gun, and there's no place to go to escape except straight through a few zombies.
NO melee weapon is a good choice for taking on an army of the undead.
In most weapons, kinetic energy and how it is used is the governing factor of how a target will respond to your attack.
www.allthingszombie.com /forums/showthread.php?p=246350   (3150 words)

  
 Medieval Weapons of the knights
Melee Weapons are weapons that were used for fighting up close to your opponent.
A flail is a close combat weapon with a handle and a striking ball at the end of a chain.
A lance is a long thrusting weapon that was derived from the spear although the lance is not thrown.
www.epic-fantasy.com /medieval_weapons.htm   (1250 words)

  
 Melee Weapons - Star Wars   (Site not responding. Last check: 2007-10-23)
Force pikes are useful weapons for boarding actions, since they allow attackers to slice through bulkheads and air locks in a few seconds without having to resort to dongerously unpredictable explosive charges.
As with the vibro-ax, these weapons use small ultrasonic generators to produce thousands of microscopic vibrations per second along the blade's edge, greatly improving the ability to slice through dense materials.
Pressing the activation stud powers up the weapon, although the blade can be preset to activate as soon as it is pulled from its sheath.
maxpages.com /starwarsisbest/Melee_Weapons - !http://maxpages.com/starwarsisbest/Melee_Weapons   (1014 words)

  
 Will tink'd wands ever be made Unenchantable like melee's weapons? - Asheron's Call Forums
We are not able to loather any of the melee's weapons, but they can to mages.
Melee defense wands are a problem that Turbine has been trying to fix, not make worse.
If melee D wands were made unenchantable...mages could actually stand a better chance when fighting odds.
forums.ac.turbinegames.com /showthread.php?t=31916   (837 words)

  
 Melee - Weapons & Basics - ChaosUT2 Documentation - ChaosUT2: Evolution - Chaotic Dreams
With so many weapons, animations, and combinations available, we admit it might take some additional time to tweak and perfect each weapon's attacks with proper damage amounts, and then match them with the best animations for each, and so on.
With this in mind (and since it was already written), we have also provided this "Melee 101" section, originally created as an introduction for the beta testing team, so that those of you who are interested can drown yourself in the details.
Once a weapon for the true sword masters it has been brought back to life for those skilled or daring enough to wield it.
chaotic.beyondunreal.com /docs/melee_weaponsut2004.php   (928 words)

  
 Melee Weapons - The Urban Dead Wiki
Although crowbars are of little use as weapons, their accuracy is not halved against barricades (for survivors only).
Crowbars, Baseball Bats and Lengths of Pipe are blunt melee weapons, so they can be used by zombies, if they had one in their inventory at the time of their death.
The knife is the favored weapon for GK and RK, as the amount of damage delivered is unimportant in those cases- you just need to land a hit.
wiki.urbandead.com /index.php/Melee_Weapons   (1326 words)

  
 EVula's Lair: Fallout: Melee Weapons
They are pretty good melee weapons but require ammo to use - the ammo would be put to better use in a power-fist or plasma pistol.
If you have a character with 9 or 10 agility and fast shot, you can hit someone an astonishing five times per turn with this weapon, which is enough to kill most anything apart from Deathclaws and the two 'boss' characters near the end.
The most powerful melee weapon in the game, doing nearly as much damage as a plasma rifle (usually 35-60 damage).
www.evula.com /fallout/melee.html   (337 words)

  
 Melee Weapons in Haraiva   (Site not responding. Last check: 2007-10-23)
From ancient times, the axe has been the weapon of the moonborn and the sword has been the weapon of the sunborn.
Some weapons were used primarily by the common folk.
Spears and maces could be found in reasonable numbers, but were not considered the true primary weapons of a warrior.
home.comcast.net /~johndunk/haraiva/Articles/Culture/meleeweapons.html   (401 words)

  
 Neverwinter Nights: Melee weapons
Personally, when the critical damage of the two weapons is within 7% of each other, I think it is more important to do a little extra damage when the target is not subject to criticals.
The double axe or two bladed sword are recommended weapons for strength builds without the Devastating Critical feat if you insist on using “two weapons.” It is more efficient to enhance a single weapon permanently or temporarily (spells) with magic than enhancing two weapons.
This weapon and shield style is OK as long as the targets are not immune to critical strikes, but it really is bad against undead in my opinion.
nwn.bioware.com /forums/viewtopic.html?chl=fr&topic=504098&forum=42   (1661 words)

  
 Items - Weapons - Exceptional Javelins
All dagger-class weapons have one range, same as most melee weapons.
Throwing weapons stack only on others of their exact same type and mods, if magical.
Throwing weapons when used for melee combat lose durability, but at 1/3 the rate of normal weapons.
www.diabloii.net /items/weapons/javelins-excep.shtml   (459 words)

  
 Runescape Weapons: Best Weapons Guide for Pures, Mages, Warriors & Rangers
What people perceive to be the “best Runescape weapons” largely comes down to personal preference and also depends on how much you play Runescape training your combat and what sort of stats your characters has which can vary greatly from player to player.
This is the only skill required for wielding weapons, but people try to raise their strength, or they will only hit low amounts of damage.
Some people also prefer two-handers (aka “2h”) — this weapon that cannot be used with a shield as they require two hand to wield so they leave you slightly more prone to damage and they are fairly inaccurate yet they make up for all this by packing a big punch.
www.runescape100.com /guides/runescape-weapons.php   (1781 words)

  
 Buff Lyfang due to Melee Weapons interaction with Holy Light
If we use the logic behind the premise of the post, then all magic weapons should be equal to melee weapons.
However, you are arguing that while using one specific class skill, and while using one specific guest and facing one specific subset of monsters that a melee weapon may outshine a magic weapon and thus the melee weapon may benefit the mage more.
Ironically, IMO, Necromancer is best for a hybrid(most damage with melee weapons but MP cost needs to be covered), while Paladin is best for a pure build(Holy Might uses stat bonuses, which pure builds capitalizes) Just a few words of wisdom.
forums2.battleon.com /f/fb.asp?m=6595867   (2315 words)

  
 Melee Weapons in Chateau question - Atari Forums
I forgot to mention that, from weapon to weapon (of the same kind, so staff or blade) it's not only the damage and range/number of enemies you can damage at once that changes, but even the durability.
you can collect more identical melee weapons to make it last more, while if you collect the same firearms (remember, only three at a time, if you want a fourth, you have to drop one) you will increase ammo, with a limit, as in every action shooter out there.
I kinda like the idea that you can only carry 3 weapons at once too coz it's all too unrealistics for someone to have 12 weapons including grenade lauchers etc hiding under their tightly-fitting coat, the 3 weapons thing manages to increase the realism without detracting from the pace and feeling of the game.
www.ataricommunity.com /forums/showthread.php?t=502125   (1858 words)

  
 TMNT: Mutant Melee for GameCube Review - GameCube TMNT: Mutant Melee Review
Alarming as that timeline is, Mutant Melee is so low-quality that it's hard to believe it took a full six months of development time to put it together.
Unlike the last two TMNT games, Mutant Melee aims to be more of a multiplayer-focused arena fighting game, sort of in the vein of Power Stone or Super Smash Bros. Melee.
The timing of the hits for special melee weapons is beyond insane, and the guns are too hard to aim properly.
www.gamespot.com /gamecube/action/tmntmutantmelee/review.html   (1070 words)

  
 Suggestion for Melee Weapons - Dreamscape   (Site not responding. Last check: 2007-10-23)
Throwing knives, doubling up as a silent ranged takedown weapon, unless you fumble it and the element of suprise dissappears with the load clatter of metal....
For your Melee style system maybe you could be able to use monofilament strangle wire (quick for the decapitation as well).
Ninja weapons are a possibility I'd say (Ninjas are from Japan however, not China), the garotte wire is an idea as well.
www.dreamscapemod.com /forums/showthread.php?t=23   (672 words)

  
 HL2Coding.com :: Viewing Article :: Melee weapons unleashed! (MP)   (Site not responding. Last check: 2007-10-23)
Each "pure" melee (just melee attacks are supported by the weapon) weapon model contains mainly three types of animation sequences: 1.
Although the bludgeon weapon base class is mainly used by "pure" melee weapons (pure as in the weapon supports only melee attacks) the same code can be used to implement a melee attack for any weapon as the base concept is still the same.
So, if you need to implement a melee attack with a fire gun as a secondary attack it shouldn't be too difficult using the same code shown here.
www.hl2coding.com /article.php?article=10   (1731 words)

  
 [Exalted] MA weapons and Melee. - RPGnet Forums
At first (in the first edtion) my line of thought was that MA covered MA weapons and unarmed fighting, Brawl cover Brawled and improvised weapons and unarmed fighting, while melee covered any kind of close combat weapon fighting.
But MA weapons list only martial arts as a requirment which would point at the fact they can not be used with melee.
Most of these weapons also have the M tag, which means that they can be used with Martial Arts alone.
forum.rpg.net /showthread.php?p=6445055   (884 words)

Try your search on: Qwika (all wikis)

Factbites
  About us   |   Why use us?   |   Reviews   |   Press   |   Contact us  
Copyright © 2005-2007 www.factbites.com Usage implies agreement with terms.