Difference between revisions of "SR5:Weapons:Misc Melee Weapons"
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{{SR5:Gear Navigation}} | {{SR5:Gear Navigation}} | ||
+ | <center> | ||
+ | {| class="sortable wikitable" style="text-align:center;" | ||
+ | !Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source | ||
+ | <!-- Melee Other --> | ||
+ | {{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks | ||
+ | |Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}} | ||
+ | {{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves | ||
+ | |Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}} | ||
+ | |||
+ | |}</center> | ||
==Knucks== | ==Knucks== | ||
{{SR5:Melee Weapon Template | {{SR5:Melee Weapon Template |
Revision as of 17:43, 5 March 2016
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 |
Type | Weapon | Acc | Reach | DV | AP | Modes | RC | Ammo | Avail | Cost | Source |
---|---|---|---|---|---|---|---|---|---|---|---|
Other | Knucks | Physical | - | (STR+1)P | - | - | 2R | 100¥ | Core | ||
Other | 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.
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).