Difference between revisions of "SR5:Weapons:Misc Melee Weapons"
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| + | ==Knucks== | ||
| + | {{SR5:Melee Weapon Template | ||
| + | |Accuracy=Physical|DV=(STR+1)P | ||
| + | |Availability=2R|Cost=100 | ||
| + | |Special=;Skill:Unarmed Combat Skill | ||
| + | |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. | ||
| + | }} | ||
| + | ==Shock Gloves== | ||
| + | {{SR5:Melee Weapon Template | ||
| + | |Accuracy=Physical|DV=8S(e)|AP=-5 | ||
| + | |Availability=6R|Cost=550 | ||
| + | |Special=;Skill:Unarmed Combat Skill | ||
| + | ;Wireless:The shock gloves recharge by induction, regaining one charge per full hour of wireless-enabled time. | ||
| + | |Description=These electrically insulated gloves have a wire mesh that discharges electric current with a punch or a simple touch. The gloves deal electricity damage (p. 170) and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds). | ||
| + | }} | ||
Revision as of 04:36, 7 May 2015
| 5th Edition Lists |
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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.
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 (p. 170) and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds).