Difference between revisions of "SR5:Weapons:Misc Melee Weapons"

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<center>{{SR5:Misc Melee Weapons}}</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}}
 
  
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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==
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{{SR5:Melee Weapon Template
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|Accuracy=Physical|DV=(STR+1)P
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|Availability=2|Cost=200
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|Special=;Skill:Unarmed Combat Skill
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|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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{{SR5:Weapons List Navigation}}

Latest revision as of 16:36, 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
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

Blank.png
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

Blank.png
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

Blank.png
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)