Monofilament Whip

10

0

24/14d

3,000

3

1-K

An uncommon and feared weapon on the streets of 2060. Though not truly monomolecular, the monofilament whip can inflict significant damage. It consists of a short haft that holds the monofilament line when not in use. The line can extend out to two meters, which gives it +2 Reach. The whip action, the presence of a weighted tip and the danger posed by the monofilament line all make wielding this weapon difficult, at best. If an attack misses solely because the target’s Combat Pool dice successes exceed the attacker’s successes (a possibility only if using the optional Full Defense rule; see Combat, p. 123), or if the attacker rolls more 1s than successes, the attacker risks being hit by the whip. When this occurs, make a separate Whip Test against a Target Number 6. If the test yields no successes, the whip strikes the attacker. The attacker must then make a Damage Resistance Test (Body dice plus Combat Pool dice) against the weapon’s standard Damage Code of 10S. Impact armor protects against the monofilament whip, but its rating is halved (round down). Barrier Ratings are doubled against a monowhip.

Shadowrun 3rd Edition, page 275

10S

Whips

2

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