SR5:Weapons:Exotic

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Ranges
DP Modifier SHORT
+0
MEDIUM
-1
LONG
-3
EXTREME
-6
Laser 0-5 6-10 11-15 16-20
DP Modifier SHORT
+0
MEDIUM
+0
LONG
+0
EXTREME
-1
Flamethrower 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 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

Monofilament Whip

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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.


Monofilament Chainsaw

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ACC REACH DV AP AVAIL COST SOURCE
3 1 8P -6 8 500¥ Core

The top of each chain segment on this portable motorized saw is covered with monofilament wire. Ideal for cutting through trees, doors, and other immovable objects. A monofilament chainsaw is too unwieldy to make a good melee weapon (use Exotic Melee Weapon skill). When used against barriers, double the monofilament chainsaw’s Damage Value of 8P.


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
  • 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

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.


Chakram

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ACC REACH DV AP AVAIL COST SOURCE
4 - (STR)P - 8R 750¥ SR5:R&G

.

Use Shuriken range and Skill Exotic Melee Weapon (Chakram)

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

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

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.


Collapsible Scythe

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ACC REACH DV AP AVAIL COST SOURCE
5 2 (STR+2)P -2 16R 2,350¥ SR5:HT

Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.


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

  • 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

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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, use Damage Resistance Test in place of Toxin Test). 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.

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 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

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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.
  • 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

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.


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 Gyrojet Pistol

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

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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.

Grapple gun

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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.

Gun Cane

Gun Cane, Knockoff

  • 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

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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.

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

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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.
  • 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

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?


Net Gun, Basic

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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

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ACC DV AP MODE RC AMMO AVAIL COST SOURCE
5 - - SS - 2(b) 9 1,000/400¥ SR5:R&G

ShockNet

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

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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.

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.

Shooting Bracer

  • Aim on these things is wretched due to the lack of barrel.

Tiffani has tried to help make up for that with a laser sight feature available on their newest model.

    • Thorn

ACC DV AP MODE RC AMMO AVAIL COST SOURCE
5(6) 7P - SS - 1(b) 10R 1,250¥ SR5:R&G
Shooting Bracer
The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.
Concealability
The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).

Elegant and deadly in one high fashion package. Tiffani has made the Élégance for years, and dozens of basic designs are out there now. The truly elite get their bracers customized to match their newest fashions, and some have gathered quite the collection of Élégance bracers in their closet.

Flame Bracer

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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.

Shaiwase Arms Simoon

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ACC DV AP MODE RC AMMO AVAIL COST SOURCE
Physical 6P - SA/FA - 6(ml) 14R 1,500¥ SR5:HT

Combining the best of offense and defense, this set of forearm guards (p. 73, Run & Gun) offers +1 Armor and has a built in light pistol “Magazine Barrel” on the dominant arm’s guard. Firing is a Complex Action. The magazine barrel holds 6 shots that can be fred individually or all at once as full auto fire. The Simoom uses pistol ranges. Full Auto fire takes a –2 penalty from recoil. The offhand guard has one capacity slot that stores a spare barrel magazine (nonfring) standard but can be repurposed with other equipment. The Concelability modifer to hide the true function of the bracer is –4. Wireless bonus: Firing is a Simple Action

Throwing Syringe

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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).

Ares Armatus

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ACC DV AP MODE RC AMMO AVAIL COST SOURCE
6 6P -5 SA - 10 20F 19,000¥ SR5:HT

A recent experimental prototype “laser shotgun” produced by Ares, this laser weapon uses a beam splitter to fre an array of smaller lasers rather than a single cohesive beam. This weapon has been seen in limited use with Firewatch teams but has not been released for sale on the military arms market. If you are lucky enough to happen across one for sale, consider its condition to be dropped once, never fired. This weapon has the same qualities specifc to other laser weapons (p. 47, Run & Gun) including increased range penalties and power source needs. The Armatus uses shotgun ranges and can fire narrow, medium, or wide spreads like a normal shotgun.

Lasers

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

ACC DV AP MODE RC AMMO AVAIL COST SOURCE
9 5P -10 SA - 10(c) or external source 14F 7,500¥ SR5:R&G
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.

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.

Ares Lancer MP Laser

  • 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

ACC DV AP MODE RC AMMO AVAIL COST SOURCE
7 7P -10 SA - 2 x 10(c) or external source 18F 16,000¥ SR5:R&G
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.

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.

Ares Archon Heavy MP Laser

  • 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

ACC DV AP MODE RC AMMO AVAIL COST SOURCE
7 10P -10 SA - External source 24F 35,000¥ SR5:R&G
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.

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.

FLAMETHROWERS

ALL ABOUT FLAMETHROWERS

Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.

Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).

Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).

Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.

Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.

Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).

Skill
Exotic Ranged Weapons (Flamethrowers)
Range
Taser Ranges
Only -1 at Extreme Range
No Penalty for Long Range and closer
Ready Weapon
Complex Action
Simple Action with Wireless
Free Action with Wireless DNI
Area Attack
Complex Action
2 additional targets within 2 meters of primary target
Single Attack Test, Separate Defense Tests
DV -2 per additional target
Suppressive Fire
Consumes 4 Shots
Flechette Suppressive Fire
Elemental Damage
Fire Damage

Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.

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 Blazer

ACC DV AP MODE RC AMMO AVAIL COST SOURCE
- 10P -6 SA/BF/FA - 4(c) - 2,200¥ SR5:R&G
Reload
Replacing the fuel tank requires a full Combat Turn.

Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.

Shiawase Arms Incinerator

  • 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

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.