Custom Weapon Information

Atlatal

Atlatal (Spearthrower) is a tool that uses leverage to achieve greater velocity in spear-throwing, and includes a bearing surface which allows the user to transfer energy derived from muscular energy during the throw. It consists of a shaft with a handle on one end and a spur or cup on the other, against which the butt of the spear rests. The spear is thrown by the action of the upper arm and wrist in conjunction with a shift of balance of the body. The word atlatl is derived from a Nahuatl (the Aztec language) word for "water thrower," as it was most commonly used for fishing. The Aztecs reinvented the atlatl after the arrival of the Spanish conquistadors in their lands and they were used extensively during the resulting war. History shows that the Spanish feared the Aztec atlatl above all other weapons. Many unfortunate Spaniards were surprised to find the power of the weapon could easily penetrate Spanish metal armor, with the dart often passing completely through the unlucky target.

Game Notes: The Atlatal adds +2 to the user's Strength rating for the purposes of determining range on a thrown spear. In addition, the spear-thrower enjoys a +2 bonus to the Power rating of his thrown spear. Using an Atlatal to throw a spear is a Complex Action.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Atlatal NA 0 See Text .5 4/24 h 150 1.5 Legal

Bola

The bola was a common weapon of many primitive cultures in the world. Consisting of 2 to 8 weights on the ends of cords 50 to 135 cm long, the weapon has been produced in a number of fashions. The cords all join in a center point where a handle in occasionally located. Weights can be made from metal, wood, bone, or pouches filled with stones and cords have been made out of everything from sinew to parachute cord.

Bolas were mainly used for hunting but could be used to capture animals unharmed for later domestication or other purposes. In some cases, however, the force of the cinching ropes or spinning weights was enough to break bones. A well placed throw could also crush a windpipe or entangle an animals front legs, tripping it, and breaking its neck.

Making a recent resurgence in the lands of the NAN, the bola has now been updated by the Gaeatronics Corporation. Native Americans can now hunt like their forefathers or capture prey unharmed without resorting to traps. A hunter can now seek out his quarry instead of passively waiting for the animal to come to him and his unreliable trap. More useful with larger game too!

Gaeatronics has utilized a three weight design and replaced the weights of old with deniplast, the outdated sinew cords with woven plas-fabric polymers. These cords are constructed with the latest technology and are incredibly hard to cut or chew through, ensuring your prey does not escape. Satisfaction is guaranteed. Try the Gaeatronics Tsikenon'waristak (Dragonfly) bola today!

Game Notes: Bolas use the Throwing Weapons skill, and are considered non-aerodynamic. They make entangling attacks as described under Whips (pg. 276 SR3). Called shots do not increase the damage level, but, instead, make any resulting damage physical or target a specific location. The barrier rating of the cords is 6.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Bola 12 NA (Strength)L Stun .4 5/48 h 40 1 Legal

Boomerang

Boomerangs are curved, wooden throwing sticks used for hunting by Aborigines. They are effective, non-lethal throWing weapons commonly used by Aborigine adepts (they are also sometimes used by koradji and others as clapping sticks in rituals and ceremonies). A character that wishes to use a boomerang would use Throwing Weapons skill (characters can also take a Boomerang Specialization).

As a general rule, boomerangs used for hunting/combat are not designed to return to the user - they are designed to hit the target. However, a gamemaster can allow a boomerang that has missed its target to return to the thrower on his next Combat Phase. To catch a returning boomerang, the character must spend a Simple Action and succeed in an Athletics (6) Test. An adept with the Missile Parry power reduces that target number to 2. If the character misses, the boomerang scatters 3d6 meters.

An adept with the Missile Mastery power can always make a boomerang return, even when it hits the target.

Boomerangs use the same ranges as shuriken.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Boomerang 7 NA (Strength)M Stun .25 4/48 h 50 2 Legal

Boot Spurs

Classic cowboy boot spurs, the non jingling stabby kind. They're a relic, though you can find them being made for some of the style conscious Samurai in the community.

Game Notes: Used the Edged Weapons Skill

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Boot Spurs NA 0 (Strength)L .25 6/14 d 100 2 4-B

Electrowhip

The Electrowhip is a long, thin length of woven carbon fibre tubing extending from a one-handed cylindrical grip. The grip contains a high capacity power cell good for 10 charges. They cost 25 nuyen each, are always available, and are legal. When a target is struck with the whip, minute conductive fibers protruding from the whip induce an electric shock into the target, causing muscle convulsions and temporary paralysis like a stungun.

This weapon follows the rules for Shock Weapons as per a Stun Baton (See shock weapons, SR3 p 124)

This weapon follows the same rules for a monofilament whip (SR3, p 275) for risks of hitting ones self with the weapon.

It is advised not to use this weapon in the rain or aquatic environments.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Electrowhip 8 2 8S* 1.00 14/14 d 2,000 3 2-C

Folding Sword

Now THIS little number is really nifty. I call it a Folding Sword. I didn't come up with it; I saw it in action against a Ares suit we were being hired to protect. A flick of the wrist and the assassin suddenly had a cane in his hand; a touch of a button, and that cane turned into a meter-long blade. Too nice. I managed to get a hold of it afterwards and did some dissection work. Turns out it's like one of those collapsible rods, just nested cylinders that extend and lock into a meter-long club. But, it's made of memory metal. Applying a slight electrical current makes the cylinders go from a ring shape to a diamond wedge shape, and voila! Instant meter-long blade. It's not as strong as a regular sword (it's hollow) and there's no hand guard, so it's not real helpful for defense. And here's the main problem: it's not available on the streets at all. How do you get one? Well, you can take it from someone who has it, or you can ask your J if he can hook you up. I figure it's pretty cheap for a Megacorporation to make — probably a thousand nuyen in parts and labor — but they don't want everyone running around with a sword that comes out of nowhere. Don't ask your local street dealer for one, either: memory metal ain't something we see often, and it sure as hell ain't something I can work with even given my facilities. And no, you can't dikote it. The metal has to remain flexible in order for it to do its trick, and dikoting ruins it.

Game Notes: This item has -2 Dice for Full Defense, Counter Attack, or Disarm Tests. The folding sword requires a Free Action to fold or unfold, a Simple Action to switch from club to sword (or vice versa). The weapon must be in club form to fold or unfold. The Folding Sword may not be dikoted. Damage: (STR)M Stun as club, (STR)M Physical as sword.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Folding Sword 8/5 0/1 See Text 1 14/49 d 3,000 5 6-B

Large Shuriken and Folding Shuriken

These larger, heavier shuriken are designed for situations where smaller thrown weapons have little effect.

180px-Real_Shuriken.jpg

Obviously, this weapon is not concealable, and no more than 2, possibly 3 could fit on a human sized person's back. Also, the weight would be that of two swords, 2 kilos.

The folding example is built to be more concealable, but is still metal. It is somewhat fragile as well.

Game Notes: The ranges would be (Short TN:4 0-str/2, Medium TN:5 str/2+1-Str, Long Tn:6 to Str*2, Extreme Tn:9 to Str*4). A folding shuriken has the following rules: Roll 1d6 each time it is used; on a 1, the shuriken is ruined, unless dikoted, in which the shuriken breaks after failing 2 tests.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Folding Shuriken 2 0 (Strength+2)M 1.5 6/7 d 1,500 15 6-D
Folding Shuriken, Large 5 0 (Strength+2)M 1.4 6/7 d 1,500 1.5 6-D
Shuriken, Large 2 0 (Strength+2)M 2 5/48 h 1,000 1.5 4-D

Steel Toed Boots

You got it, heavy duty steel toed boots, the street brawler's favorite. These are synthleather boots that have heavy metal plates in the toe and heel, adding an additional +2 power to kicking attacks, a la brass knuckles.

Game Notes: These are not 'steel capped work boots', and are much heavier, gangers often decorate the visible steel sheathing with studs and chrome paint. As much a fashion statement as they are a weapon. Unfortunately, as the boots are not entirely composed of steel, this item CAN NOT be dikoted.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Steel Toed Boots 4 0 (Strength+1)M Stun 2 2/24 h 120 .75 6-C

Switchblade Modification

"Switchblade" is a modification added to a survival knife, knife, or Cougar Short Blade (currently, more may be added later) that loads the blade into a spring-loaded modified handle.

The statistics for such a knife remain unchanged, with the exception of increasing the Conceal statistic by 4. The weapon remains the same in all other ways.

On a Roll of Ones, the blade breaks off the handle.

The cost for this modification is +100 =Y= to the cost of the blade, and increases the Avail code by +1/+12 hours.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Switchblade As Weapon As Weapon As weapon As Weapon +1/+12 h +100 As Weapon As Weapon

Tonfa

This is one of the traditional weapons of Karate (the others are the bo, eiku,
kama, nunchaku, sai, tekko, and timbe and rochin). It consists of a truncheon
with a handle protruding at 90 degrees near one end. It is often used in pairs.
The Indonesian counterparts to the tonfa are the segu, which is used in Tapak
Sutji Pentjak-Silat, and the kwai, which is used in Kuntao.

Game Notes: The tonfa is as often used for defense as offense. As such, the player
gains a +1 to Impact Armor in the same manner as Forearm Guards, as the player can
rapidly spin the tonfa along their forearm to block incoming blows.

This item is incompatible with Forearm Guards

You DO need Clubs skill in order to gain the armor bonus as well.

Custom Weapons Conceal Reach Damage Weight Avail Cost SI Legality
Tonfa 5 1 (Strength+1)M Stun 1 4/24 h 50 1 6P-C
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