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Melee Weapons — Master List

Standalone design reference for Terra Firma: Awakening. Every melee base is either One-Handed (1H) or Two-Handed (2H), listed under those sections with Normal → Exceptional → Elite tiers (Operative → Veteran → Apex fiction). Canonical melee base roster — also mirrored in the Updated GDD master.

  • Source families match vol. 06 Melee Armory.
  • All families are universal — no class-locked weapon bases.
  • Combat Blades, Glaives, and Dual Blade are Melee Armory only (not Gun Armory).
  • Weapon 1–4 slots accept guns and melee only; dedicated Physical Shield slot pairs with 1H gun or 1H melee via Hold 2 / Hold 4 cycles (hotkeys 1–7).
  • 2H weapons occupy a two-hand stance.
  • Energy Shield paper-doll slot = Barrier / Aegis gear only (always-on ES) — separate from the dedicated Physical Shield slot.
  • Wrist Razors / Claws are the Wrist Melee equipable slot only (hotkey 1; listed under 1H for catalog completeness — not Weapon 1–4).
  • Exact WSM, damage bands, Str/Dex reqs, and socket counts: TBD balance tables.

Tier remap: Normal = Operative, Exceptional = Veteran, Elite = Apex. Names are design placeholders — art/audio pass may rename for brand fit.

  • Named base triples: 106 total — 50 × 1H, 56 × 2H (Wrist Razors/Claws bases counted in 1H completeness; Dual Blade adds 6 × 2H). Claws no longer a separate Weapon-slot family.

Figure — Melee armory split: One-Handed vs Two-Handed.

Figure — Melee family roster (11 Weapon-slot families + Wrist Razors/Claws hotkey 1; Dual Blade 2H only; Staves universal — not Order-locked).

Figure — Heavy Spears: Thrust Spears & Breach Spears.

Figure O17. Melee part → frame base stats — exactly five sockets (Head / Guard / Haft / Pommel / Core) — exactly five sockets (Head / Guard / Haft / Pommel / Core) — exactly five sockets (Head / Guard / Haft / Pommel / Core)

Figure — Melee part → exact variables (Primary / Secondary MeleeFeel)

Figure — Melee part → exact variables (Primary / Secondary MeleeFeel). Gun-module rules: feel dials, not affixes. Frame bars remain O17. Spec: 2026-11-08-melee-part-exact-variables-design.md

Figure — Exact Melee Variables matrix (Part × MeleeFeel)

Figure — Exact Melee Variables. Same parts as fig-140-4. P = primary · S = secondary.

Figure 1b. Heavy Spears — Thrust Spears & Breach Spears (replaces former Javelins).

Third-person melee in Awakening is not a single ‘sword button.’ It ports a full classic ARPG melee family space — swords, axes, maces, polearms, spears, daggers, staves, scepters, heavy spears (Thrust / Breach), glaives, dual blades (2H double-edge), plus Wrist Razors/Claws (Wrist slot only) — into biomechanical apex-tech forms. No Wands / Orbs / Focuses. Former Javelin slot is Heavy Spears (Thrust Spears & Breach Spears). Combat Blades and Glaives are Melee Armory only (not listed under Gun Armory Families). Speed modifiers (WSM), strength/dex scaling, socket counts, and ethereal-analogue bases all matter.

Gun Armory (vol. 05) is firearms only and includes Heavy Guns (2-Handed).

  • Every melee base is either One-Handed (1H) or Two-Handed (2H).
  • 1H — all 1H dual-wieldable (hold 2 for guns; hold 4 for melee when both picks are valid 1H).
  • 2H — both hands; higher power / reach; cannot dual-wield.
  • Chance to Hit via AR vs Defense (see vol. 03).
  • Weapon Speed Modifier affects IAS breakpoints.
  • Dual-wield: all 1H guns and melee; no ADS for guns; slower reload.
  • Weapon + Physical Shield: 1H melee + Physical Shield in a weapon slot only (never guns); solo shield hotkey = no-op.
  • Hotkeys: 1 Wrist Razors/Claws · 2 first weapon · 3 second weapon · hold 2 dual 1H guns · 4 first melee · 5 second melee · hold 4 dual 1H melee or melee+Physical Shield.
  • Energy Shield paper-doll slot = Barrier / Aegis gear only (always-on ES). Physical Shields live in Weapon 1–4.
  • Sockets: gems, jewels, Phonon Shards for Phonon Chords.
  • Ethereal-analogue: higher raw, no repair unless Ma-Shard path.
  • Superior bases: ED%/max-dmg lottery for endgame Phonon Chords.

Combat Blades (Swords)

One-hand and two-hand mono-molecular / vibro / plasma-edged blades. Balanced speed vs damage. Primary third-person identity weapon.

  • 1H — short blades / sabers; dual-wieldable
  • 2H — claymores / greatblades; slower, higher ED, cleave
  • Phase blades — ethereal-analogue bases: high raw, special durability rules
  • Scales with Strength (and some hybrid Dex models)

Cleaving Axes

Gyro-axes and mass-driver hatchets. High Enhanced Damage fantasy, slower swings.

  • 1H — hand axes / cleavers; dual-wieldable
  • 2H — great axes / executioners; elite delete, high Str req
  • Strong Crushing Blow / Open Wounds itemization targets

Impact Mauls (Maces / Hammers / Clubs)

Kinetic impactors, grav-hammers, concussion rods. Undead/construct bonus design space.

  • 1H — batons / maces / flails; reliable stagger
  • 2H — great mauls / sledges; boss CB vehicles
  • Natural pairing with Crushing Blow and stun-on-hit

Polearms

Halberd / scythe / voucher-analogue reach weapons. Sweep clear staple.

  • 2H only — poleaxes, scythes, pikes, nanite reapers
  • Reach advantage in third-person spacing
  • Aura-carrier Phonon Chord targets (Prajna/Ananta design space)
  • High socket count targets for Phonon Chord recipes

Spears & Lances

Mid thrust-focused reach. Bridges toward Heavy Spears for mass commits.

  • 2H only — spears, lances, brandistocks
  • Lances — charge synergy
  • Lighter / faster than Thrust Spears and Breach Spears
  • Pairs with Power Strike / Charged Strike style skills

Dirks & Daggers

Fast stealth tools. Dual-wield and poison delivery.

  • 1H only — dual-wieldable with any other 1H
  • High attack speed, low raw damage
  • Poison / Open Wounds natural home
  • Claw-adjacent for infiltrator builds

Wrist Razors / Claws

Knuckle razors / wrist blades / claw systems. One family only — Wrist Melee paper-doll slot (hotkey 1). Not a Weapon 1–4 family. Martial arts charge finishers. Universal — every build.

  • Slot: Wrist Melee only (hotkey 1) — does not occupy Weapon 1–4
  • Does not pair with Physical Shields
  • Elemental claw / razor finishers (fire/arc/cryo)
  • High APM expression; kick skills may ignore AR partially

Staves

Caster melee/range hybrid. Block chance, +skills, spellblade fantasy.

  • 2H only — block staff / quarterstaff / longstaff
  • Energy focus for Customizable Ultimates / tentacle casters
  • Melee backup when FPS ammo dry
  • Socket/Phonon Chord caster sticks

Scepters / Rods

Tech rods. Aura amplifiers + smash. Available to any build.

  • 1H only — dual-wield or pair with a Physical Shield (melee+board only; never guns); Energy Shield Barrier slot stays always-on
  • +skill / aura itemization
  • Smite-analogue bash pairing where skills allow
  • Mid melee for support gun-knights

Heavy Spears (Thrust Spears & Breach Spears)

Heavy spear class replacing former Javelins. Thrust Spears = pierce / linear commit; Breach Spears = mass / armored breakthrough.

  • 2H only — Thrust Spears and Breach Spears
  • Heavier and slower than Spears & Lances
  • Thrust Spears — pierce, Impale, linear finishers
  • Breach Spears — stagger, CB bias, armored breakthrough

Glaives (Hybrid Pole-Blades)

Projectile tip + melee shaft. Lives in the Melee Armory; not listed under gun families.

  • 2H only — tip projector + shaft
  • Ranged poke from the blade tip (frame-like handling on the throw/shot)
  • Melee block/strike uses TPP Melee Drive rules (player-driven spacing)
  • Socket/Phonon Chord targets like other two-hand melee bases

Dual Blade

Two-handed double-edged blade (Thanos-style staff-blade / double tip). One weapon occupies both hands. Cannot dual-wield. Not Wrist Razors/Claws and not two 1H Combat Blades.

  • 2H only — double edge on a shared haft
  • Sweep and thrust both legal; high reach mid between Claymore and Polearm
  • Strong Open Wounds / cleave itemization space
  • Melee Armory only — not on Gun Armory roster
  • Normal → Exceptional → Elite (Operative → Veteran → Apex tiers).
  • Elite bases define endgame Shoka/Dhairya-class Phonon Chords.
  • No class-specific item bases or slots — all weapon/armor families are available to every build (Wrist Razors/Claws, heavy spears, etc. are universal).
  • Whirlwind / Frenzy / Zeal / Smite / Fury / Dragon Talon analogues — family gated.
  • Charge-up martial arts on Wrist Razors/Claws (Wrist slot).
  • Thrust / Breach heavy spears carry pierce, Impale, and breach-finisher skill space.
  • Aura/warcry supports amplify melee ED and party.
  • Dungeon density must support both Rapid-Fire guns and WW/Fury melee clear.
  • Boss design needs CB-friendly windows AND gun weak-point phases.
  • Resist gear must work in third-person UI as clearly as FPS HUD.
  • Melee Strike always forces TPP via Melee Drive — independent of Phonon sockets; player-driven spacing.
  • Augmented/Rare modular parts: volume-locked Head/Blade · Guard · Haft · Weight · Core (family variants) — Head→Damage/AR, Haft→WSM, Weight→balance, Core→channel bias (vol. 04 / Modular Gear). Legendary/Unique/Apex are not modular kits.

Standalone design reference for Terra Firma: Awakening. Every melee base is either One-Handed (1H) or Two-Handed (2H), listed under those sections with Normal → Exceptional → Elite tiers (Operative → Veteran → Apex fiction). Canonical melee base roster — also mirrored in the Updated GDD master.

  • Source families match vol. 06 Melee Armory.
  • All families are universal — no class-locked weapon bases.
  • Combat Blades and Glaives are Melee Armory only (not Gun Armory).
  • Weapon 1–4 slots accept any mix of guns, melee, and Physical Shields; all 1H weapons dual-wield; Physical Shields pair only with 1H melee (hotkeys 2–5; hold 4).
  • Wrist Melee (hotkey 1) = dedicated equipable melee slot for Wrist Razors/Claws (former Claws family collapsed here); does not pair with Physical Shields.
  • 2H weapons occupy a two-hand stance.
  • Energy Shield paper-doll slot = Barrier / Aegis gear only (always-on ES) — separate from Physical Shields, which live in Weapon 1–4.
  • Wrist Razors / Claws are the Wrist Melee equipable slot only (hotkey 1; listed under 1H for catalog completeness — not Weapon 1–4).
  • Exact WSM, damage bands, Str/Dex reqs, and socket counts: TBD balance tables.

Tier remap: Normal = Operative, Exceptional = Veteran, Elite = Apex. Names are design placeholders — art/audio pass may rename for brand fit.

  • Named base triples: 98 total — 48 × 1H, 50 × 2H (Wrist Razors/Claws counted in 1H completeness; Claws not a separate Weapon-slot family).
  • Normal | Exceptional | Elite — three progressive base names for the same weapon line.
  • Attr — primary attribute scaling for the family.
  • Fantasy / Notes — combat role and itemization hooks.

One-handed melee bases. Dual-wield any other 1H weapon (guns or melee) via hotkeys. Physical Shields pair with 1H gun or 1H melee via Hold 2 / Hold 4 cycles. Energy Shield comes from the Energy Shield paper-doll slot (Barrier / Aegis gear).

  • Families with 1H bases (Weapon 1–4): Combat Blades, Cleaving Axes, Impact Mauls, Dirks & Daggers, Scepters / Rods. Wrist Razors/Claws = Wrist Melee slot only (hotkey 1).

Combat Blades (Swords) — 1H

Mono-molecular / vibro / plasma-edged blades. Primary TPP identity weapons.

  • Attribute scaling: Str (some hybrid Dex)
  • Notes: 1H pairs with shield; 2H trades for raw ED / cleave. Phase blades = ethereal-analogue rules.
  • Bases (Normal → Exceptional → Elite):
  • Scalpel Edge → Mono Sabre → Phase Scalpel
  • Vibro Dirkblade → Carbide Cutlass → Null Sabre
  • Pulse Falchion → Helion Scimitar → Aether Falchion
  • Plasma Shortblade → Cryo Edge → Singularity Blade
  • Carbide Longblade → Veteran Warblade → Apex Longblade
  • Broadedge → Military Broadsword → Execution Edge
  • Crystal Sabre → Prism Longblade → Oracle Edge
  • War Cutlass → Assault Sabre → Prime Cutlass

Cleaving Axes — 1H

Gyro-axes and mass-driver hatchets. High ED fantasy, slower swings.

  • Attribute scaling: Str
  • Notes: Strong Crushing Blow / Open Wounds itemization targets. All 1H dual-wieldable.
  • Bases (Normal → Exceptional → Elite):
  • Hand Hatchet → Servo Cleaver → Razor Hatchet
  • Gyro Axe → Military Cleaver → Helion Cleaver
  • Mass-Driver Axe → Assault Axe → Breach Axe
  • Bearded Cleaver → Veteran Cleaver → Warlord Cleaver
  • Nano Tomahawk → Pulse Tomahawk → Apex Tomahawk

Impact Mauls (Maces / Hammers / Clubs) — 1H

Kinetic impactors, grav-hammers, concussion rods. Construct / Revenant bonus design space.

  • Attribute scaling: Str
  • Notes: Natural Crushing Blow and stun-on-hit home. Flails ignore some block fantasy.
  • Bases (Normal → Exceptional → Elite):
  • Concussion Baton → Shock Maul → Pulse Baton
  • Kinetic Mace → Military Mace → Breach Mace
  • Flanged Impactor → Veteran Flail → Chain Impactor
  • Concussion Rod → Assault Rod → Null Rod
  • War Club → Carbide Club → Titan Club

Dirks & Daggers — 1H

Fast stealth tools. Poison / Open Wounds delivery.

  • Attribute scaling: Dex
  • Notes: Claw-adjacent for infiltrator builds. Dual-wield eligible.
  • Bases (Normal → Exceptional → Elite):
  • Mono Dirk → Carbide Dirk → Phase Dirk
  • Vibro Knife → Pulse Knife → Null Knife
  • Stiletto Edge → Military Stiletto → Breach Stiletto
  • Razor Kris → Helion Kris → Aether Kris
  • Poison Needle → Toxin Bodkin → Plague Needle
  • Bone Scalpel → Assault Scalpel → Apex Scalpel
  • Shadow Fang → Veteran Fang → Singularity Fang
  • Crystal Dagger → Prism Dagger → Oracle Dagger

Scepters / Rods — 1H

Tech rods. Aura amplifiers + smash. Universal.

  • Attribute scaling: Str / Energy
  • Notes: 1H with shield. +skill / aura itemization. Smite-analogue shield bash pairing.
  • Bases (Normal → Exceptional → Elite):
  • Tech Scepter → Military Scepter → Breach Scepter
  • Aura Rod → Assault Rod → Warlord Rod
  • Concussion Scepter → Pulse Scepter → Helion Scepter
  • Nano Rod → Veteran Rod → Apex Rod
  • Crystal Scepter → Prism Scepter → Oracle Scepter
  • Grav Rod → Mass Rod → Singularity Rod
  • Support Rod → Chaplain Rod → Prime Rod
  • Knights Rod → Guardian Rod → Aegis Rod

Wrist Razors / Claws — Wrist Melee Slot (hotkey 1)

Knuckle razors / wrist blades / claw systems. Dedicated Wrist Melee paper-doll slot only — not Weapon 1–4.

  • Slot: Wrist Melee (hotkey 1)
  • Hands: wrist-mounted; independent of Weapon 1–4 and Gloves
  • Attribute scaling: Dex / Str (TBD)
  • Notes: Former Claws Weapon-slot family is collapsed here. Does not pair with Physical Shields. Energy Shield remains always-on. Artifact-eligible when Unique/Apex. Martial arts charge finishers.
  • Bases (Normal → Exceptional → Elite):
  • Wrist Razors → Servo Razors → Breach Razors
  • Knuckle Blades → Assault Blades → Warlord Blades
  • Mono Wrist Edge → Pulse Wrist Edge → Helion Wrist Edge
  • Nano Claws (Wrist) → Veteran Wrist Claws → Apex Wrist Claws
  • Cryo Razors → Arc Razors → Singularity Razors
  • Phase Wrist Blades → Aether Wrist Blades → Antima Wrist Blades
  • Servo Claws → Military Claws → Breach Claws
  • Talon Pair → Assault Talons → Warlord Talons
  • Razor Gauntlets → Helion Gauntlets → Apex Gauntlets
  • Vibro Talons → Pulse Talons → Null Talons
  • Cryo Claws → Frost Talons → Singularity Claws
  • Arc Claws → Storm Talons → Helion Claws
  • Thermal Claws → Plasma Talons → Antima Claws
  • Nano Fangs → Veteran Fangs → Oracle Fangs

Two-handed melee bases. Occupy both hands while equipped — higher raw power / reach in exchange for no shield.

  • Families with 2H bases: Combat Blades, Cleaving Axes, Impact Mauls, Polearms, Spears & Lances, Staves, Heavy Spears, Glaives, Dual Blade.

Combat Blades (Swords) — 2H

Mono-molecular / vibro / plasma-edged blades. Primary TPP identity weapons.

  • Attribute scaling: Str (some hybrid Dex)
  • Notes: 1H pairs with shield; 2H trades for raw ED / cleave. Phase blades = ethereal-analogue rules.
  • Bases (Normal → Exceptional → Elite):
  • Vibro Claymore → Grav Greatblade → Titan Claymore
  • Plasma Zweihander → Mass-Driver Blade → Colossus Edge
  • Phase Blade (Normal) → Phase Blade (Exceptional) → Phase Blade (Elite)
  • Nano Reaver → Helix Reaver → Antima Reaver

Cleaving Axes — 2H

Gyro-axes and mass-driver hatchets. High ED fantasy, slower swings.

  • Attribute scaling: Str
  • Notes: Strong Crushing Blow / Open Wounds itemization targets. All 1H dual-wieldable.
  • Bases (Normal → Exceptional → Elite):
  • Double Bit → Twin Gyro → Binary Reaper
  • Great Axe → Executioner → Titan Axe
  • Grav Cleaver → Singularity Cleaver → Colossus Cleaver

Impact Mauls (Maces / Hammers / Clubs) — 2H

Kinetic impactors, grav-hammers, concussion rods. Construct / Revenant bonus design space.

  • Attribute scaling: Str
  • Notes: Natural Crushing Blow and stun-on-hit home. Flails ignore some block fantasy.
  • Bases (Normal → Exceptional → Elite):
  • Grav Hammer → Mass Hammer → Singularity Hammer
  • Great Maul → Execution Maul → Colossus Maul
  • Grav Sledge → Helion Sledge → Apex Sledge

Polearms — 2H

Halberd / scythe / reach sweep weapons. Density clear staple.

  • Attribute scaling: Str
  • Notes: Aura-carrier Phonon Chord targets (Prajna / Ananta). High socket-count candidates.
  • Bases (Normal → Exceptional → Elite):
  • Nano Pike → Military Pike → Breach Pike
  • Poleaxe → Assault Poleaxe → Warlord Poleaxe
  • Vibro Halberd → Helion Halberd → Apex Halberd
  • Nanite Scythe → Reaper Scythe → Antima Scythe
  • War Fork → Brandistock → Oracle Fork
  • Grav Voulge → Mass Voulge → Colossus Voulge
  • Sweep Glaive-Pole → Veteran Reaper → Singularity Reaper
  • Nanite Bardiche → Pulse Bardiche → Prime Bardiche

Spears & Lances — 2H

Thrust-focused mid reach. Bridges toward Heavy Spears (Thrust / Breach) for mass and commit.

  • Attribute scaling: Str / Dex
  • Notes: Pairs with Power Strike / Charged Strike style skills. Lances favor charge commit. Lighter than Thrust Spears / Breach Spears.
  • Bases (Normal → Exceptional → Elite):
  • Skirmish Spear → Military Spear → Assault Spear
  • War Spear → Veteran Spear → Warlord Spear
  • Brandistock Spear → Fork Spear → Oracle Spear
  • Carbide Lance → Charge Lance → Titan Lance
  • Grav Lance → Mass Lance → Colossus Lance
  • Nano Trident → Pulse Trident → Helion Trident
  • Pike Spear → Veteran Pike → Apex Pike
  • Phase Spear → Aether Spear → Singularity Spear

Staves — 2H

2H caster melee / spellblade sticks. Block chance, +skills, Energy. Universal melee family — available to every Order / Faction (not Magus-locked, not Order-locked).

Attribute scaling: Energy (melee backup Str)

Notes: Same rules as other melee: Normal→Exceptional→Elite bases, WSM, sockets, Phonon Chords, modular parts (Cap/Head, Shaft, Grip Wrap, Butt Cap, Core), corp finishes. Shares Energy / +skill / Block affix pools with Scepters / Rods and Relic Amulets. AR/ED combat prefixes do not spawn on Staff / Scepter caster sticks.

Bases (Normal → Exceptional → Elite):

Field Staff → Military Staff → Breach Staff

Energy Rodstaff → Assault Staff → Warlord Staff

Block Staff → Guardian Staff → Aegis Staff

Nano Quarterstaff → Pulse Quarterstaff → Helion Staff

Crystal Staff → Prism Staff → Oracle Staff

Grav Staff → Mass Staff → Colossus Staff

Phase Staff → Aether Staff → Singularity Staff

Caster Longstaff → Veteran Longstaff → Apex Longstaff

Heavy Spears (Thrust Spears & Breach Spears) — 2H

Heavy-spear class replacing former Javelins. Thrust Spears favor pierce and linear commits; Breach Spears favor mass, stagger, and armored breakthrough.

  • Attribute scaling: Str (some Str/Dex hybrid)
  • Notes: Heavier and slower than Spears & Lances. Skill carriers for pierce, Impale, and breach-style finishers.
  • Bases (Normal → Exceptional → Elite):
  • Thrust Spear → Military Thrust Spear → Apex Thrust Spear
  • Pierce Thrust Spear → Pulse Thrust Spear → Helion Thrust Spear
  • Nano Thrust Spear → Veteran Thrust Spear → Singularity Thrust Spear
  • Phase Thrust Spear → Aether Thrust Spear → Oracle Thrust Spear
  • Breach Spear → Military Breach Spear → Apex Breach Spear
  • Mass Breach Spear → Assault Breach Spear → Warlord Breach Spear
  • Grav Breach Spear → Helion Breach Spear → Colossus Breach Spear
  • Carbide Breach Spear → Veteran Breach Spear → Antima Breach Spear

Glaives (Hybrid Pole-Blades) — 2H

Projectile tip + melee shaft. Bridges FPS poke and TPP Melee Drive.

  • Attribute scaling: Str / Dex
  • Notes: Melee Armory only — not on Gun Armory roster. Socket/Phonon Chord targets like other 2H melee.
  • Bases (Normal → Exceptional → Elite):
  • Tip Glaive → Military Glaive → Breach Glaive
  • Projector Glaive → Assault Glaive → Warlord Glaive
  • Pulse Glaive → Helion Glaive → Apex Glaive
  • Cryo Glaive → Frost Glaive → Singularity Glaive
  • Arc Glaive → Storm Glaive → Null Glaive
  • Nano Glaive → Veteran Glaive → Oracle Glaive
  • Heavy Brace Glaive → Mass Glaive → Colossus Glaive
  • Phase Glaive → Aether Glaive → Antima Glaive

Dual Blade — 2H

Two-handed double-edged blade. Single weapon, both hands. Cannot dual-wield.

  • Attr: Str / Dex hybrid
  • Notes: Thanos-style double edge on one haft. Melee Armory only. Phase / ethereal-analogue bases allowed.
  • Double Edge → Twin Mono Edge → Binary Reaver
  • Staff Blade → Assault Twinblade → Warlord Twinblade
  • Vibro Twinedge → Helion Twinedge → Apex Twinedge
  • Plasma Twinblade → Grav Twinblade → Singularity Twinblade
  • Phase Dual Blade (Normal) → Phase Dual Blade (Exceptional) → Phase Dual Blade (Elite)
  • Nano Twin Reaver → Helix Twin Reaver → Antima Twin Reaver

Promotion Checklist (When Merging into GDD)

Section titled “Promotion Checklist (When Merging into GDD)”
  • Lock final names (replace placeholders that feel too generic).
  • Fill WSM / damage / req / socket tables per base (separate 1H and 2H bands).
  • Confirm dual-wield / shield cycles (Hold 2 = dual guns ↔ gun+Phys Shield; Hold 4 = dual melee ↔ melee+Phys Shield; 6/7 hybrids) and no-ADS on dual-weapon stances.
  • Wire Wrist Razors combat verbs (hotkey 1) vs melee keys 4 / 5.
  • Cross-link Phonon Chord eligible bases (Shoka blades, Prajna polearms, etc.).

Until promoted: treat this file as the living melee base catalog; vol. 06 remains the family-fantasy source of truth.