# Energy Gunblades ## Overview Energy Gunblades are a new type of late-round melee and ranged hybrid weapon meant for security-sided use against extremely "loud" antagonists during lethal encounters. Mainly accessible with a high level of weapons research and mining resources. Mechanically, it will be like having a combined captain sabre and energy gun. The creation of it will have a similar cost to creating a PA Rifle. The physical appearance of it is a cylinder loaded gun attached to a long knife-shaped blade, about the half the height of a person. It is inspired by fantasy settings and is also meant to have a "cool" factor to it. ## Context Currently, antagonists have a much greater melee and ranged capability rolled into separate options for each. A late-round option that covers melee and ranged combat would find a lot of use since that is when most antagonists decide to go "loud". ## Goals * Limit the use/obtainment of the blade to security and/or command staff. * Create an alternative to the Particle Acceleration Rifle. * In terms of cost to create, effectiveness, etc. ## Non-Goals * Shift the crew/antag balance towards crew. * Create an alternative weapon for antagonist that is stronger than what they would already have access to. * Create a "greytiding" weapon. * Create a weapon that encourages unneeded deadly security force ## Milestones * Base Gunblade item implementation * Class to subclass off of * Creation during a round using crew-dependent methods * Using the existing weapon crafting datums * Alternatives meant for use by certain jobs on-station? * HoS, Captain, etc? * Alternatives using other gun or sword parts? * Antique+sabre, Hos Gun + stunprod, etc? ## Existing Examples Miners have the ability to attach thier survival knife to thier KPA, allowing it to be used as a knife for cutting and a gun for shooting. There also exists a hook shotgun (high melee damage) used by bounty hunters (the hunters of the fugitive roles). In terms of powerful security weapons, the Particle Accelerator Rifle (PA rifle) is a late-round weapon meant exclusivley for deadly force, Ideally a gunblade would be locked behind similar requirements. ## Proposed Implementation A gunblade can be constructed through the crafting menu, it will require: * A costly gun crafting kit * Needs to be researched and printed at the security techfab * In particular, the advanced beam weapons node needs to be researched * On top of this, it will also require materials: * 10k Iron * 5K Glass * 4.5K Silver * 5K Gold * 18K Titanium * 5K Diamond * Pyroclastic anomaly core * an energy gun After crafting, an energy gunblade item is created. The planned stats of the energy gunblade are: ### Characteristics **Fits only on the backslot and some suit storages** **Takes power cells as ammo for using the two modes** **Ejects loaded powercells once emptied** **Has two "modes" that can be toggled between** **Clip Size:** 3 **Melee and Ranged hits both take a certain amount of power from loaded in cells** For reference, here are the max charge of powercells in the game: * Normal cell: 1K (3K max loaded in) * high-capacity: 10K (30K max loaded in) * super-capacity: 20K (60K max loaded in) * hyper-capacity: 30K (90K max loaded in) * bluespace: 40K (120K max loaded in) ### Unpowered **Force:** 5 (default gun) **Throw Force:** 5 (default gun) **Throw Speed/Range:** 3/5 (default gun) **Block Chance:** 0 (default gun) **Armor Penetration:** 0 **Demolition Mod:** 100% **Cannot fire ranged lasers** ### Disable / Shock Mode #### Melee **When left clicking:** Applies a shock meant to shock and disable (Takes two to fully stamcrit) **Force:** 13 Brute (only on right click) **Throw Force:** 8 **Block:** 75% **Demolition_mod:** 50% **Wound type:** Slash **Wound bonus:** 5 **Bare Wound Bonus:** 20 **Takes 10kW per strike** #### Ranged **Fires:** Powerful Disable Shots (Takes three to fully stamcrit) **Takes 20kW per shot** ### Lethal / Heat Mode #### Melee **Force:** 25 Burn **Throw Force:** 16 **Block:** 45% **Demolition Mod:** 45% **Wound type:** Burns **No Wound Bonuses** **Takes 15kW per strike** #### Ranged **Fires:** Fast Laser Shots, 30 burn (maybe 0.5 projectile speed?) **Same Wound stats as normal laser:** (10 wound bonus unarmored) **Takes 30kW per shot** ## Testability and Balance The overall power of energy gunblades will initially shoot for an undertuning, I would need to collect feedback on use to properly find a balance for it. ## Codebase Impact I don't plan on sending this upstream, since this feature should not require any adjustments to the base tg code, it can remain fully modular. ## Open Questions * Is the cost for construction and time-gate balanced? * How many *security* players would actually use or try to construct a energy gunblade? * Are there any wanted alternatives to this? (Miner, Bartender, Improvised?) ## Scoping At a minimum I would like to create generic gunblades for use/construction. Maybe down the line create unique variants for the Captain/HoS jobs. {%hackmd theme-dark %}