Difference between revisions of "SR5:Weapons:Misc Melee Weapons"
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{{SR5:List Navigation}} | {{SR5:List Navigation}} | ||
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==Knucks== | ==Knucks== | ||
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
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|Description=These may be traditional fist-load weapons like '''brass knuckles''', or modern '''Hardliner Gloves''' with a thin layer of densiplast located the knuckles and the edge of the hand. Either way they substantially boost the impact of a punch, making it potentially deadly. | |Description=These may be traditional fist-load weapons like '''brass knuckles''', or modern '''Hardliner Gloves''' with a thin layer of densiplast located the knuckles and the edge of the hand. Either way they substantially boost the impact of a punch, making it potentially deadly. | ||
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+ | ==Plasteel Toe Boots== | ||
+ | {{SR5:Melee Weapon Template | ||
+ | |Accuracy=Physical|DV=(STR+1)P | ||
+ | |Availability=2|Cost=200 | ||
+ | |Special=;Skill:Unarmed Combat Skill | ||
+ | |Description=Common safety wear for most dangerous jobs, these also do for your feet what knucks do for your hands (meaning kick attacks deal physical damage). These boots are used by corp security and gangers alike. While highly protective, they are too big and clunky to be helpful while being stealthy. Auditory Perception Tests against you receive a +1 dice bonus. | ||
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==Shock Gloves== | ==Shock Gloves== | ||
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template | ||
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|Description=These electrically insulated gloves have a wire mesh that discharges electric current with a punch or a simple touch. The gloves deal '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]''' and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds). | |Description=These electrically insulated gloves have a wire mesh that discharges electric current with a punch or a simple touch. The gloves deal '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]''' and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds). | ||
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Latest revision as of 16:36, 24 March 2019
5th Edition Lists |
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Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Weapon | Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|---|
Knucks | Physical | – | (STR+1)P | – | 2R | 100¥ | Core |
Plasteel Toe Boots | Physical | – | (STR+1)P | – | 2 | 200¥ | Core |
Shock Gloves | Physical | – | 8S(e) | -5 | 6R | 550¥ | Core |
Knucks
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
Physical | – | (STR+1)P | – | 2R | 100¥ | Core |
- Skill
- Unarmed Combat Skill
These may be traditional fist-load weapons like brass knuckles, or modern Hardliner Gloves with a thin layer of densiplast located the knuckles and the edge of the hand. Either way they substantially boost the impact of a punch, making it potentially deadly.
Plasteel Toe Boots
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
Physical | – | (STR+1)P | – | 2 | 200¥ | Core |
- Skill
- Unarmed Combat Skill
Common safety wear for most dangerous jobs, these also do for your feet what knucks do for your hands (meaning kick attacks deal physical damage). These boots are used by corp security and gangers alike. While highly protective, they are too big and clunky to be helpful while being stealthy. Auditory Perception Tests against you receive a +1 dice bonus.
Shock Gloves
Acc | Reach | DV | AP | Avail | Cost | Source |
---|---|---|---|---|---|---|
Physical | – | 8S(e) | -5 | 6R | 550¥ | Core |
- Skill
- Unarmed Combat Skill
- Wireless
- The shock gloves recharge by induction, regaining one charge per full hour of wireless-enabled time.
These electrically insulated gloves have a wire mesh that discharges electric current with a punch or a simple touch. The gloves deal Electricity damage and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds).
Weapons | |
---|---|
Melee | Blades // Clubs // Exotic // Implant // Improvised // Misc. |
Ranged | Ballistic Projectiles // Flamethrowers // Exotic // Lasers // Throwing |
Firearms | Taser // Pistols (Hold-Out / Light / Heavy / Machine) // Submachine Guns // Rifles (Assault / Sniper / Sporting) // Shotguns // Machine Guns // Misc. (Exotic / Implant) |
Large-Caliber Projectiles | Assault Cannons // Launchers (Grenade // Missile) |
Misc. | Firearm Accessories // Weapon Consumables (Ammunition / Ballistic Projectile / Grenades / Rockets & Missiles) |