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

From Shadowrun Wiki
Jump to: navigation, search
(moved Flamethrowers to own page)
(moved Lasers to own page)
Line 2: Line 2:
 
{{SR5:Gear Navigation}}
 
{{SR5:Gear Navigation}}
 
{{SR5:Weapons List Navigation}}
 
{{SR5:Weapons List Navigation}}
 
{| class="wikitable" style="text-align: center;"
 
|+ Range Table
 
|-
 
! style="text-align: left;" | DP Modifier
 
! Short<br />+0
 
! Medium<br />-1
 
! Long<br />-3
 
! Extreme<br />-6
 
|-
 
! style="text-align: left;" | Exotic Ranged Weapons
 
! colspan="4" | Range in Meters
 
|-
 
| style="text-align: left;" | Lasers
 
| 0&ndash;5
 
| 6&ndash;10
 
| 11&ndash;15
 
| 16&ndash;20
 
|}
 
  
 
<center>
 
<center>
Line 247: Line 228:
 
|Description=Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).
 
|Description=Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).
 
|Source=SR5:HT}}
 
|Source=SR5:HT}}
 
=Lasers=
 
{|class="wikitable" style="float:right;width:45%"
 
|+Laser Weapon Basics
 
|
 
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.
 
 
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.
 
 
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.
 
 
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.
 
|}
 
;Skill:Exotic Ranged Weapons (Laser Weapons)
 
;Range:See Weapon
 
:-1 DV per Range Category
 
;Visibility:-1 DV per level of Visibility Modifier
 
;Mounts:Underbarrel and Top only
 
;Modifications:Cannot be modified
 
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.
 
 
==Ares Redline Laser==
 
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png
 
|Weapon=Ares Redline Laser
 
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source
 
|Availability=14F|Cost=7,500
 
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.
 
;Range:It uses SMG ranges.
 
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.
 
|Jackpoint=
 
|Modes=SA|Source=SR5:R&G}}
 
 
==Ares Lancer MP Laser==
 
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png
 
|Weapon=Ares Lancer MP Laser
 
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source
 
|Availability=18F|Cost=16,000
 
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.
 
;Range:It uses Assault Rifle ranges.
 
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.
 
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model that had very poor product recognition and identity due to the helicopter of the same name.
 
**Sticks
 
|Modes=SA|Source=SR5:R&G}}
 
 
==Ares Archon Heavy MP Laser==
 
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png
 
|Weapon=Ares Archon Heavy MP Laser
 
|Accuracy=7|DV=10P|AP=-10|Ammo=External source
 
|Availability=24F|Cost=35,000
 
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount
 
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).
 
;Range:The Archon uses sniper rifle ranges.
 
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.
 
|Jackpoint=*More like duck for cover if they’re smart!
 
**Slamm-0!
 
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.
 
**Sticks
 
|Modes=SA|Source=SR5:R&G}}
 

Revision as of 16:08, 24 March 2019

5th Edition Lists
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others
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)
Type Weapon Acc Reach DV AP Modes RC Ammo Avail Cost Source
Exotic Monofilament Whip 5(7) 2 12P -8 - 12F 10,000¥ Core
Exotic Monofilament Chainsaw 3 1 8P -6 - 8 500¥ 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 Chakram 4 - (STR)P - - 8R 750¥ SR5:R&G
Exotic Collapsible Scythe 5 2 (STR+2)P -2 - 16R 2,350¥ SR5:HT
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 Grapple gun 3 - 7S -2 SS - 1(ml) 8R 500¥ Core
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 Flame Bracer 4 - 6P(fire) -6 SS - 2(c) 8F 775¥ SR5:HT
Exotic Shiawase Arms Simoom 5 - 6P SA/FA - 6(ml) 14R 1,500¥ SR5:HT
Exotic Throwing Syringe Physical - (STR-2)P -2 - 6F 1,500¥ SR5:HT
Exotic Ares Armatus 6 - 6P -5 SA - 10(c) 20F 19,000¥ SR5:HT
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

Chakram

Blank.png
Acc Reach DV AP Avail Cost Source
4 (STR)P 8R 750¥ SR5:R&G

Use Shuriken range and Skill Exotic Melee Weapon (Chakram)

Blowgun

Blank.png
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 and use Taser ranges. 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

Blank.png
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

Blank.png
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.


Grapple gun

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
3 7s –2 SS 1(ml) 8R 500¥ Core

This gun can shoot a grappling hook and attached rope, using Light Crossbow ranges. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Exotic Ranged Weapon skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.

See the Grapple Gun section for more details.

Net

Blank.png
Acc Reach DV AP Avail Cost Source
Physical-2 6 350¥ SR5:R&G
Successful Attack
With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.
Escape Net
To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.
Range
Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.

There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?

  • And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.
    • Sticks

Net Gun, Basic

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
5 SS 4(b) 9 750/350¥ SR5:R&G
On Hit
When a target is hit, apply the rules for nets (see p. 25).
Size Modifiers
If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.
Costs Gun/Ammo
The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.


Net Gun, XL

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
5 SS 2(b) 9 1,000/400¥ SR5:R&G

ShockNet

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
as gun 8S(e) -5 as gun as gun 10R +250¥ SR5:R&G
ShockNet
The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.

This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.

  • The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.
    • Sticks

Flame Bracer

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
4 6P(fire) -6 SS 2(c) 8F 775¥ SR5:HT

This gizmo was invented by a mage who favored the Shape Fire spell but could never find a flame when he needed it. On a critical glitch you hit yourself with the flame. This weapon uses the Exotic Ranged Weapon skill.

Throwing Syringe

Blank.png
Acc DV AP Mode RC Ammo Avail Cost Source
Physical (STR-2)P -2 6F 1,500¥ SR5:HT

Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).