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

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{| class="sortable wikitable" style="text-align:center;"
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!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source
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<!-- Melee Other -->
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{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks
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|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}
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{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves
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|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

Revision as of 17:43, 5 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
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

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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

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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).