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Melee Part → Exact Variables (MeleeFeel)

Status: Locked (design)
Date: 2026-11-08
Guns parallel: GDD fig-140-3.jpg (Primary/Secondary) + Exact Weapon Variables dense matrix
Frame parallel: GDD O17 (o17.jpg) — part → frame base stats
Art handoff: docs/superpowers/plans/2026-11-08-melee-parts-art-handoff.md
Stubs: docs/superpowers/plans/_melee_module_variants.py


Melee Refit modules follow the gun module system: each part owns weapon feel dials (Primary + Secondary), visualized as both a Primary/Secondary table and a dense parts×dials matrix. One ownership dictionary feeds both plates.

O17 frame bars stay. V1–V5 numeric effect packages remain TBA — this spec locks who owns what, not balance numbers.


  1. Feel only. Modules change how the weapon moves, recovers, tracks, and hits in the hand.
  2. Not modifiers. Out of scope on modules: crit, execute, cleave-as-loot, chip%, lifesteal, procs, combo damage scalers, Reach/length, resist/pen affixes.
  3. Family aliases (Blade, Collar, Shaft, …) are art names only — parent sockets own the variables.
  4. Block on Guard = frame mitigation / hold-the-line feel — not a Melee Drive Block button (Drive defense = Dodge / vault / slide / Phys Shield / spacing).
  5. Staves: no Guard module. Clash settle / defense-while-swinging come from Spine / family band only.
  6. Spine / family data own attack-string length, 1H vs 2H legality, family WSM band floors — never a Refit module.

Gun Exact Weapon Variables → melee analogs:

Guns MeleeFeel
Recoil Impact Strike Impact
Stability Swing Stability
Jump Sway Air Sway
Reload Mag Inertia Drop
Equip Mag Equip / Draw
Airborne Air Swing Control
Hip-Fire Free-aim Swing
Slide-Fire Move-Swing
Kickback Recovery Kick

Matrix columns (locked order):

Strike Impact · Swing Stability · Air Sway · Inertia Drop · Equip/Draw · Air Swing Control · Free-aim Swing · Move-Swing · Recovery Kick


Parent Frame bar
Head Damage · AR
Guard Block
Haft WSM
Pommel Balance
Core Channel

Frame plate numbers are owned by these sockets the way Barrel still owns Damage/Range on guns. V1–V5 sell MeleeFeel, not loot mods.


Part Frame (O17) Primary MeleeFeel Secondary MeleeFeel
Head (Blade / Bit / Tip / Talons / Cap / DoubleEdge) Damage · AR Strike Impact · Active-frame timing · Sweet-spot bias (tip vs flat, same length) Recovery Kick on connect · Swing Stability on connect · Hit Impulse feel
Guard (Guard / Collar / KnucklePlate) Block Clash settle · Defense-while-swinging feel · Swing Stability under trade Free-aim Swing tightness · Recovery Kick damp · Move-Swing guard carry
Haft (Grip / Haft / Shaft / HandBrace / GripWrap) WSM WSM / cadence feel · Inertia Drop · Handling turn-in Equip/Draw · Free-aim Swing · Air Swing Control · Move-Swing
Pommel (Pommel / ButtSpike / Counterweight / ButtCap / Brace) Balance Balance · Recovery Kick · Momentum carry Strike Impact contribution · Air Sway · Swing Stability after miss · Stagger feel outbound
Core (Cell / Servo) Channel Channel spool-up · Channel regen cadence · Special/charge ready timing Inertia Drop after channel verb · Equip/Draw with live cell · Air Swing Control while channeling

  • Heavier Pommel → more Balance / Recovery Kick authority; soft-taxes WSM (Haft still owns WSM).
  • Higher Head Strike Impact → soft-taxes Inertia Drop.
  • Heavier Guard hold → soft-taxes Handling turn-in.

Plate Role
O17 Part → frame base stats (existing; keep)
fig-142.jpg Melee Family Part Matrix (O14 sibling) — family → alias map; Staves omit Guard; Wrist-only — 1280×720 · style lock gdd_artstyle_lock.jpg
fig-140-4.jpg Melee Primary/Secondary table (fig-140-3 sibling) — 1280×720
fig-140-5.jpg Exact Melee Variables matrix (gun matrix sibling) — 1280×720

Do not overwrite o18.jpg / o19.jpg (those are Five Corps armor plates).

Art size lock: 1280×720 JPG per tf-gdd-pictures-grok-size.mdc (infographic lock from 2026-11-08). Do not stretch. Do not treat O15 as the parts/variables plate.


  • V1–V5 balance numbers / effect packages (still TBA)
  • UE / GAS implementation
  • Changing family socket aliases or Wrist Razors/Claws collapse
  • Inventing Reach or length as a Head dial

  • docs/superpowers/plans/2026-11-08-melee-parts-art-handoff.md
  • docs/superpowers/plans/_melee_module_variants.py
  • docs/inventory/demo-mod-item-specs.md (Melee plate: Damage · Block · Speed · Knockback · Channel — Speed≈WSM, Knockback≈Weight side)
  • GDD figures: o17.jpg, fig-140-3.jpg