Melee weapons refer to devices for close range combat, such as blades, batons, and hammers. These will require you to get up close to your enemy, however Melee weapon attacks ignore Barriers and Shields.
To improve your effectiveness with melee weapons, you can spend Talent Points on the 'Melee Training' skill under 'Universal Talents'.
Description - In the absence of a melee weapon you may need to rely on punching, kicking, or even headbutting, to get the job done.
Damage - 1d2 Combat
Heat - N/A
Range - 1m
Cost - N/A
Bonus - You may choose to use an Unarmed attack even if you do have another melee weapon equipped.
If a Heavy Weapon is equipped as your primary weapon, your Unarmed attacks gain +2 to damage.
Description - A searing hot blade that can be instantly produced by a user's omni-tool. The Omni-Blade is a popular choice for soldiers looking to reduce their carry weight while still maintaining a melee weapon for emergencies.
Damage - 1d4 Combat
Heat - N/A
Range - 1m
Cost - 500
Bonus - To equip this item, you must have an Omni-Tool equipped.
Description - A short range taser than can be instantly produced by a user's omni-tool. The Omni-Taser is commonplace in law enforcement, to assist with apprehending violent suspects without lethal force.
Damage - 1d4 Tech
Heat - N/A
Range - 1m
Cost - 500
Bonus - To equip this item, you must have an Omni-Tool equipped.
Description - A small bracelet device to assist the wearer with channelling biotic energy into their hands, allowing them to punch with great force without risk of harming themselves.
Damage - 1d4 Biotic
Heat - N/A
Range - 1m
Cost - 500
Bonus - To equip this item, you must have at least 1 Biotic Talent.
Description - Standard issue among Turian military recruits, this knife is designed to be versatile both as a combat weapon and a tool, featuring a partially serrated edge to assist with cutting fabrics and rope, as well as a reinforced flat edge for prying open crates or maintenance panels. It is somewhat of a tradition for many Turians to keep their knives even decades after their service.
Damage - 1d6 Combat
Heat - N/A
Range - 1m
Cost - 1500
Bonus - N/A
Description - Whilst similar in size and function to a typical shock baton used by law enforcement, the power cells in these Salarian STG models far exceed regular safety limits. Even a Krogan may think twice about being struck a second time.
Damage - 1d6 Tech
Heat - N/A
Range - 1m
Cost - 1500
Bonus - N/A
Description - Whilst already highly renowned for their ability to swing heavy objects, this Krogan-designed warhammer takes it one step further by fitting the dense head with pistons and mass effect fields that slightly increase its mass at the point of impact.
Damage - 1d12 Combat
Heat - N/A
Range - 1m
Cost - 4500
Bonus - To equip this item, you must have a Body attribute of at least 4.
Description - A smooth and elegant design, the blade of this sword is too blunt to be an effective cutting instrument and is little more than an art piece. However, the hilt of the sword contains a series of miniature biotic amps, designed to channel the biotic energy of the user over the blade. As the blade comes into contact with objects, two opposing biotic fields along the blade's edge rip apart materials, allowing it to slice through even thick armour plating with ease.
Damage - 1d8 Biotic
Heat - N/A
Range - 2m
Cost - 7000
Bonus - To equip this item, you must have at least 1 Biotic Talent.
Add an extra 1d8 damage when attacking a target's Armour Points.