ORB Dual Knife, with no ranged weapon. (Only melee)

Drakkar

New Member
Feb 18, 2024
6
25
13
Near Barcelona (Spain)
Hello,

I have a doubt about the equipment in N95. My son is creating an Orlock gang and he wants a gang member to carry only melee weapons (actually 2 knives), I have told him that is a bad idea but he insists on not carrying ranged weapons. Does he have any bonus for dual wilding 2 knives?
 
If he pays 5 creds for a second knife*, then he can fight with two knives (giving +1 attack dice). Personally, I'd suggest paying the extra for a club or sword, but two knives are better than one.

*I'm assuming that free knives cannot be swapped between fighters, though this is a bit of a grey area in the rules.
 
I was going to suggest based on Rule of Cool to House rule that he can give them the "Paired" trait if they match, at a 5 credit discount...so, 25 credits.

But that's the price of Paired Spud Jackers...

Maybe they could be Paired and +1 to hit at 30 credits?

Or the second knife is 5 credits, as Ben_S suggests...
 
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That five credit second knife gets an extra dice to roll in melee, as said above. That said, a few extra credits would buy a better melee weapon. Ten gets a sword or club.

Melee only is risky, but melee in N95 tends to be quick and decisive, if you can get there, and a number of gangs (Ratskins, Scavvies, Pit Slaves) make extra-heavy use of melee. It is definitely do-able. For cool factor if for nothing else. Or as a way to keep Juve costs down until they get some experience and you know what they have become good at.
 
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