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Old 10-08-2020, 05:44 PM   #1
clu2415
 
Join Date: Jun 2016
Default After the End: Hulk Weapon options

Assuming that you are playing a Hulk, what weapons would you go for? In the campaign I’m in, the DM is waiving the multiplier on higher TL gear and we’re allowed to start with mutations. I took mutations for DR4 and an extra arm. I’m looking at wielding a spear on the one arm side and a cestus and a riot shield on the two-arm side. Got a large knife for backup; a long knife is 3x the cost! I also picked up staff skill so I can get swing damage from the spear. I was thinking about an alternate weapon that would do swing cutting, but few can parry while being cheap. Maybe I should just buy a (cheap) sword. Or maybe I’m thinking of this from a DF perspective and having multiple damage types isn’t as important.

Last edited by clu2415; 10-08-2020 at 05:52 PM.
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Old 10-09-2020, 12:39 PM   #2
Donny Brook
 
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Default Re: After the End: Hulk Weapon options

A Long Knife doesn't have the -1 to parry.
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Old 10-09-2020, 12:51 PM   #3
Imbicatus
 
Join Date: Sep 2016
Default Re: After the End: Hulk Weapon options

A hatchet doesn’t have the u modifier on parries, and can be thrown for sw cutting damage, and is cheap.
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Old 10-09-2020, 02:25 PM   #4
clu2415
 
Join Date: Jun 2016
Default Re: After the End: Hulk Weapon options

Quote:
Originally Posted by Imbicatus View Post
A hatchet doesn’t have the u modifier on parries, and can be thrown for sw cutting damage, and is cheap.
Ah! The humble hatchet. Thanks.

Also, I suppose +1 parry for $80 is a good deal.

I also realized that quick reload(belt feed) is pointless. If you have more ammo than 100 rounds, you are crazy rich!
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Old 10-10-2020, 12:02 PM   #5
Varyon
 
Join Date: Jun 2013
Default Re: After the End: Hulk Weapon options

The utility of multiple damage types is very campaign-dependent. Against unarmored humans, thr imp weapons tend to work just fine. Against high-HP mutants with natural DR and/or primitive armor, sw cut may be necessary. Against unliving robots decked out with ballistic fiber, you’ll likely want sw cr. If you tend to fight a mix, it may be worthwhile to have each available; otherwise, just one may be fine.

For the spear, the Weapon Adaptation Perk can let you use the Staff entry for it (the crushing attacks, and possibly the +2 Parry) with Spear skill, so you needn’t invest in Staff. Note spears can do cutting damage with a Tip Slash (if you expect to need this frequently, I suggest a Heavy Spear, which gets improved Tip Slash damage). It may also be worthwhile to get a spear that has a crossguard near the head, as this will allow you to hold foes at bay even if they’re drugged/enraged/unfeeling enough to run themselves through to reach you, and IIRC also lets you use the useful Hook Technique.

If you really want a lot of options, however, consider the Dueling Halberd. It’s more expensive than a spear, but adds the ability to do sw cut and sw imp, both typically at sizable bonuses, and you can still use Weapon Adaptation to get a staff-swing with the haft (but no Parry bonus). It can also be used with the Hook Technique, and can even help for scaling walls. While most of its swing attacks have ParryU, you can avoid this by using a Defensive Attack (sacrificing some damage to retain the ability to Parry after an attack).

Also, don’t forget your shield is also a weapon. Add a short spike to the boss to boost its thr cr damage, and if it’s metal (or metal-rimmed), you can even sharpen the edges to get a sw cut attack.
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Old 10-10-2020, 11:06 PM   #6
clu2415
 
Join Date: Jun 2016
Default Re: After the End: Hulk Weapon options

I had been thinking about weapons I could use in one hand. Then I realized wrestling could be pretty awesome with three arms, so I should stick to knives and fist loads. I do have another character who uses a halberd, so I think I’ll steer clear for this character.
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Old 10-11-2020, 04:37 PM   #7
Plane
 
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Default Re: After the End: Hulk Weapon options

Quote:
Originally Posted by Imbicatus View Post
A hatchet doesn’t have the u modifier on parries, and can be thrown for sw cutting damage, and is cheap.
I guess that could explain why the Tongs / Axe Gang favored them over bigger axes
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