Combat Knife

Combat Knife

Weapon Profile

Category
Martial
Damage
1d6 piercing
Range
Melee · 0–5 ft
Handling
Melee in melee; thrown to Close range with disadvantage past 20 feet
Grade
I · Standard
Rarity
Common
Tier
III · Modern
Training
Martial Weapons
Cost
35
Weight
1 lb

Without training in martial weapons, you add no proficiency bonus to attacks with this and roll them at disadvantage. Proficiency

To make: 18 gm of materials and 1 day of work, at a workshop with powered tools. To repair: 5 gm and 1 day. Downtime

Properties

Hover or tap any of these for what it means.

  • weaponSomething you attack with. Held in a hand, and covered by a weapon proficiency.
  • finesseUse Strength or Dexterity for its attack and damage, whichever is better.
  • lightSmall enough for an off-hand strike as a bonus action.
  • thrownCan be thrown as a ranged attack using the same ability as a melee one.

A 7-inch ceramic-coated steel blade, full tang, with a serrated spine and a polymer grip ending in a glass-breaker pommel. Issued to Halcyion marines and used by Echelon strike teams. Thrown, it reaches Close range, with disadvantage past 20 feet.

Grades

The same object, worked to a better standard. The grade is the rung; the bonus is what the rung is worth at the table.

  1. Grade I · Standard
  2. Grade II · Refined +1
  3. Grade III · Pristine +2
  4. Grade IV · Masterwork +3

Equipment Line

The same kit across the tiers. Later rungs replace earlier ones.

  1. Tier I Dagger
  2. Tier I Shortsword
  3. Tier I Longsword
  4. Tier I Rapier
  5. Tier I Scimitar
  6. Tier I Greatsword
  7. Tier III Combat Knife
  8. Tier IV Plasma Sword
  9. Tier IV Plasma Armblade
  10. Tier IV Plasma Greatsword
  11. Tier IV Phoenix Plasma Sword
  12. Tier V Continuum Blade