Difference between revisions of "SR5:Weapons:Exotic Ranged Weapons"

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(Gun Cane, Knockoff)
(Gun Cane, Trafalgar)
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==Gun Cane, Trafalgar==
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==Gun Cane==
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===Gun Cane, Knockoff===
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{{SR5:Ranged Weapon Template|Type=Exotic
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|Weapon=Gun Cane, Knockoff
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|Accuracy=5|DV=9P|Modes=SS
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|Availability=6R|Cost=150
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|Special=;One Time Use:The Knockoff models are destroyed after firing.
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|Description=
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|Jackpoint=*The Trafalger line has been copied by cheaper knock-off
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companies, some that are using heavier rounds but all of
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them destroy the cane after they are used.
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**Thorn
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|Source=SR5:R&G}}
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===Gun Cane, Trafalgar===
 
{{SR5:Ranged Weapon Template|Type=Exotic
 
{{SR5:Ranged Weapon Template|Type=Exotic
 
|Weapon=Gun Cane, Trafalgar
 
|Weapon=Gun Cane, Trafalgar

Revision as of 00:22, 19 March 2016

5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others
Ranges
DP Modifier SHORT
+0
MEDIUM
-1
LONG
-3
EXTREME
-6
Laser 0-5 6-10 11-15 16-20
Type Weapon Acc Reach DV AP Modes RC Ammo Avail Cost Source
Exotic Monofilament Whip 5(7) 2 12P -8 - 12R 10,000¥ Core
Exotic Garrote 5 - (STR+4)S -6 - - 50¥ SR5:R&G
Exotic Ares "Queen of Hearts" Monofilament Garrote 5 - (STR+6)S -8 - 18F 2,000¥ SR5:R&G
Exotic Bullwhip 6 2 (STR+1)P +3 - 6 100¥ SR5:R&G
Exotic Ash Arms Combat Chainsaw 5 1 8P -4 - 6R 2,000¥ SR5:R&G
Exotic Ash Arms Monofilament Chainsaw 5 1 12P -8 - 8R 7,500¥ SR5:R&G
Exotic Ares S-III Super Squirt 3 - Chemical - SA - 20(c) 7R 950¥ Core
Exotic Ares Screech Sonic Rifle 6 - 7S * SS - 10(c) 16R 8,000¥ SR5:R&G
Exotic Blowgun 8 - 1P - SS - 1(ml) 4 15¥ SR5:R&G
Exotic Bola Physical - (STR+3)S +4 - 6 75¥ SR5:R&G
Exotic Monofilament Bola Physical - (STR+3)S/12P +4/-8 - 18F 4,000¥ SR5:R&G
Exotic Fichetti Pain Inducer 3 - Special - SS - Special 11R 5,000¥ Core
Exotic FN-AAL Gyroject Pistol 5 - 10P -2 SA - 10(c) 12F 2,000¥ SR5:R&G
Exotic Gun Cane, Trafalgar 6 - 7P - SS - 1(b) 9R 750¥ SR5:R&G
Exotic Gun Cane, Knockoff 5 - 9P - SS - 6R 150¥ SR5:R&G
Exotic Net Physical-2 - - - 6 350¥ SR5:R&G
Exotic Net Gun, Basic 5 - - SS - 4(b) 9 750¥ SR5:R&G
Exotic Net Gun, XL 5 - - SS - 2(b) 9 1,000¥ SR5:R&G
Exotic Parashield Dart Pistol 5 - as Drug/Toxin - SA - 5(c) 4R 600¥ Core
Exotic Parashield Dart Rifle 6 - as Drug/Toxin - SA - 6(m) 6R 1,200¥ Core
Exotic Shiawase Blazer 6 - 10P -6 SA/BF/FA - 4(c) 16F 2,200¥ SR5:R&G
Exotic Shooting Bracer 5(6) - 7P - SS - 1(b) 10R 1,250¥ SR5:R&G
Exotic Ares Redline Laser 9 - 5P -10 SA - 10(c) or external source 14F 7,500¥ SR5:R&G
Exotic Ares Lancer MP Laser 7 - 7P -10 SA - 2 * 10(c) or external source 18F 16,000¥ SR5:R&G
Exotic Ares Archon Heavy MP Laser 7 - 10P -10 SA - External source 24F 35,000¥ SR5:R&G
Exotic Shiawase Arms Incinerator 4 - 12P –6 SS - 6(c) 12F 10,000¥ SR5:GH3

Monofilament Whip

Blank.png
Acc Reach DV AP Avail Cost Source
5(7) 2 12P -8 12R 10,000¥ Core
Skill
Exotic Melee Weapon (Monofilament Whip)
Glitch
You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.
Critical Glitch
You hit yourself with the whip and take its base damage (resisted normally)
Wireless
The whip can be readied with a Free Action, rather than a Simple Action.
The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.
Accuracy increased by 2.

Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.

Garrote

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Acc Reach DV AP Avail Cost Source
5 (STR+4)S -6 50¥ SR5:R&G
Initial attack
Called Shot Attack Test
During Grip
Knock to ground
Deal damage and improve grip with another Attack Test
Escape
Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)
Knock Out of Hands Called Shot or similar

This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.

Ares "Queen of Hearts" Monofilament Garrote

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Acc Reach DV AP Avail Cost Source
5 (STR+6)P -8 18F 2,000¥ SR5:R&G
Initial attack
Called Shot Attack Test
During Grip
Knock to ground
Deal damage and improve grip with another Attack Test
Escape
Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)
Knock Out of Hands Called Shot or similar

Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.

  • Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.
    • Thorn

Bullwhip

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Acc Reach DV AP Avail Cost Source
6 2 (STR+1)P +3 6 100¥ SR5:R&G
Blast Out of Hands Called Shot
As normal knocks object away from Attacker
Blast Out of Hands with Opposed Strength Test to yank towards attacker
Requires distance of less than 2 meters
+2 bonus to Strength Test
Knockdown Called Shot
Trip an opponent
Requires distance of less than 2 meters
Remote Trip

Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other weapon.

Ash Arms Combat Chainsaw

SR5 Weapon Ash Arms Combat Chainsaw.png
Acc Reach DV AP Avail Cost Source
5 1 8P -4 6R 2,000¥ SR5:R&G

  • This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.
    • Hard Exit

Ash Arms Monofilament Chainsaw

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Acc Reach DV AP Avail Cost Source
5 1 12P -8 8R 7,500¥ SR5:R&G

Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.

  • Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.
    • Butch

Ares S-III Super Squirt

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Acc DV AP Mode RC Ammo Avail Cost Source
3 Chemical SA 20(c) 7R 950¥ Core

This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories

Ares Screech Sonic Rifle

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Acc DV AP Mode RC Ammo Avail Cost Source
6 7S * SS 10(c) 16R 8,000¥ SR5:R&G
Sonic Rifle
The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.
Damage Resistance
The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.
Conditions
Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.

This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.

  • Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium.
    • Stone

Blowgun

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Acc DV AP Mode RC Ammo Avail Cost Source
8 1P SS 1(ml) 4 15¥ SR5:R&G
Blowgun
Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.
Glitches
Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.

Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets and then recover their goodies or finish them off once they are no longer able to fight off a flea. They take a lot of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged acupuncture.


Bola

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Acc Reach DV AP Avail Cost Source
Physical (STR+3)S +4 6 75¥ SR5:R&G
Bola
Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).
Called Shots
When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.
Remove Bolas
Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).
Range
Bolas use shuriken ranges.
Boom-bolas
One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.

Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.

  • Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.
    • Red Anya

Monofilament Bola

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Acc Reach DV AP Avail Cost Source
Physical (STR+3)S/12P +4/-8 18F 4,000¥ SR5:R&G
Damage
A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.

If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.


Fichetti Pain Inducer

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Acc DV AP Mode RC Ammo Avail Cost Source
3 Special SS Special 11R 5,000¥ Core
Wireless
The Pain Inducer recharges by induction at a rate of 1 charge per hour.

For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.

The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds. Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.


FN-AAL Gyroject Pistol

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Acc DV AP Mode RC Ammo Avail Cost Source
5 10P -2 SA 10(c) 12F 2,000¥ SR5:R&G
Accessories
The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.
Aquatic Use
When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.

Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.

  • FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.
    • Sticks

Gun Cane

Gun Cane, Knockoff

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Acc DV AP Mode RC Ammo Avail Cost Source
5 9P SS 6R 150¥ SR5:R&G
One Time Use
The Knockoff models are destroyed after firing.
  • The Trafalger line has been copied by cheaper knock-off

companies, some that are using heavier rounds but all of them destroy the cane after they are used.

    • Thorn

Gun Cane, Trafalgar

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Acc DV AP Mode RC Ammo Avail Cost Source
6 7P SS 1(b) 9R 750¥ SR5:R&G
Gun Cane
The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.
Concealment
Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).

Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.


Net

Acc Reach DV AP RC Avail Cost Source Physical-2 - - - 6 350¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Net Gun, Basic

Acc Reach DV AP RC Avail Cost Source 5 - - SS - 4(b) 9 750¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Net Gun, XL

Acc Reach DV AP RC Avail Cost Source 5 - - SS - 2(b) 9 1,000¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Parashield Dart Pistol

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Acc DV AP Mode RC Ammo Avail Cost Source
5 as Drug/Toxin SA 5(c) 4R 600¥ Core
Wireless
The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).

The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.


Parashield Dart Rifle

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Acc DV AP Mode RC Ammo Avail Cost Source
6 as Drug/Toxin SA 6(m) 6R 1,200¥ Core
Wireless
The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).

Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.


Shiawase Blazer

Acc Reach DV AP RC Avail Cost Source 6 - 10P -6 SA/BF/FA - 4(c) 16F 2,200¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Shooting Bracer

Acc Reach DV AP RC Avail Cost Source 5(6) - 7P - SS - 1(b) 10R 1,250¥ SR5:R&G

SR5 Weapon Tiffani Elegance Shooting Bracer.png
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Ares Redline Laser

Acc Reach DV AP RC Avail Cost Source 9 - 5P -10 SA - 10(c) or external source 14F 7,500¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Ares Lancer MP Laser

Acc Reach DV AP RC Avail Cost Source 7 - 7P -10 SA - 2 * 10(c) or external source 18F 16,000¥ SR5:R&G

[[File:|center|x200px]]
Acc Reach DV AP Avail Cost Source
¥ SR5:R&G



Ares Archon Heavy MP Laser

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Acc DV AP Mode RC Ammo Avail Cost Source
7 10P -10 SA 24F 35,000¥ SR5:R&G



FLAMETHROWERS

Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.

Flamethrowers deal Fire damage. Their range is listed with each individual flamethrower.

Shiawase Arms Incinerator

SR5 Weapon Shiawase Arms Incinerator.png
Acc DV AP Mode RC Ammo Avail Cost Source
4 12P –6 SS 6(c) 12F 10,000¥ SR5:GH3
Standard Upgrades/Accessories
Powered SlideMount (Rating 1), Reduced Weight

A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.

  • I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.
    • Hard Exit
  • What would you put on the powered slide mount? A tactical flashlight is a little redundant.
    • Slamm-0!
  • If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.
    • Hard Exit