They are spears. And they are not bad in that use.
Implementing vibroknife bayonet
snip
So your bayonet does as much damage unaffixed as affixed, and as much damage in both cases as a vibrosword? That seems a bit much.
Whoops, I meant +1, not +2. I didn't notice that when I copied yours. Fixed.
also bayonetts do not effect the accuracy of a weapon.
Just to be a devil's advocate: bayonet should actually increase the accuracy. It adds mass (i.e. inertia) at the tip of a rifle which makes it less shaky which leads to the rifle being more accurate.
//B3NDR.
also bayonetts do not effect the accuracy of a weapon.
Agreed. I had Inaccurate added for when the rifle is used like a melee weapon with the bayonet attached largely because it becomes more like an improvised weapon that way - a little unwieldy.
I know that real-world "slugthrowers" do actually take a hit to accuracy when a bayonet is affixed. Anything touching the barrel affects barrel harmonics and throws things off (this is also why free-floating barrels are popular for accuracy). I'm not sure about blaster physics, but I figured it would be a good way to help balance the vibrobayonet and keep players from just running around with the thing affixed all the time.
Also, I felt that Cumbersome was enough to account for that bit of unwieldiness involved with spearing someone with a rifle. I think that's what Cumbersome is for as opposed to Inaccurate which is meant for adding to, well, inaccurate weapons that inherently tend to miss.
How was all of this handled in Saga Edition, anyway?
[very late edit] After reading through FaD, I think that the mounted bayonet might be best off using the Unwieldy attribute. Maybe even Unwieldy 3 and probably Cumbersome anywhere between 1 and 3 as well, but as a constant instead of being in addition to the rifle.
Edited by ayures