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Melee Weapons
Melee weapons are for ending the lives of people conveniently
within arm’s reach (see Melee Combat, p. 184).
Some runners swear by them, especially those who prefer
to kill silently or are afraid of hackers bricking their guns.
The damage value of most melee weapons is based on
the wielder’s Strength, modified by the weapon.
The game statistics of improvised melee weapons
can be found in Melee Combat (p. 184), while implant
weapons are found in Cyber Implant Weapons (p. 458).
Blades |
Accuracy |
Reach |
Damage |
AP |
Avail |
Cost |
Combat Knife |
6 |
- |
(STR + 2)P |
-3 |
4 |
300 |
Forearm snap-blades |
4 |
- |
(STR + 2)P |
-2 |
7R |
200 |
Katana |
7 |
1 |
(STR + 3)P |
-3 |
9R |
1,000 |
Knife |
5 |
- |
(STR + 1)P |
-1 |
- |
10 |
Pole Arm |
5 |
3 |
(STR + 3)P |
-2 |
6R |
1,000 |
Survival Knife |
5 |
- |
(STR + 2)P |
-1 |
- |
100 |
Sword |
6 |
1 |
(STR + 3)P |
-2 |
5R |
500 |
Clubs |
Accuracy |
Reach |
Damage |
AP |
Avail |
Cost |
Club |
4 |
1 |
(STR + 3)P |
-4 |
12R |
30 |
Extendable Baton |
5 |
1 |
(STR + 2)P |
-3 |
4 |
300 |
Sap |
5 |
- |
(STR + 2)P |
-2 |
7R |
200 |
Staff |
6 |
2 |
(STR + 3)P |
-3 |
9R |
1,000 |
Stun Baton |
4 |
1 |
9S(e) |
-5 |
6R |
750 |
Telescoping Staff |
4 |
2 |
(STR + 2)P |
- |
4 |
350 |
Other Melee |
Accuracy |
Reach |
Damage |
AP |
Avail |
Cost |
Knucks |
Physical |
- |
(STR + 1)P |
- |
2R |
100 |
Monofilament Whip |
5(7) |
2 |
12P |
-8 |
12F |
10,000 |
Shock Gloves |
Physical |
- |
8S(e) |
-5 |
6R |
550 |
Blades
Use the Blades skill to wield these weapons.
Combat Axe
A two-handed tungsten-alloy monster,
available single- or double-bladed. A hardened thrusting
point can be concealed, spring-loaded, in the handle.
While it may seem barbaric or primitive, the physical
augmentations of 2075 can make an old-school weapon
like a combat axe even deadlier than a firearm in the
right hands. So go ahead, go medieval.
Combat knife
A long, KA-BAR-style fighting knife
with a blacked-out blade and a chisel point for punching
through armor.
Forearm snap-blades
These are essentially like
spurs, only they’re external—painless to install or remove.
A forearm sheath conceals three blades that can
be extended or retracted via wireless link or muscle
movement commands.
Wireless: Readying the forearm snap blades is a Free
Action instead of a Simple Action.
Katana
The legendary two-handed sword of the
samurai. The katana has become synonymous not just
with street samurai, but with shadowrunners in general,
at least in the trids; they’ve got everyone packing a katana,
from the decker to the mage. But being a silly cliché
doesn’t make this blade any less dangerous, or less
helpful in a fight.
Knife
Your basic, all-purpose street cutter. It comes
in a bewildering array of styles, colors, and flavors, but
the statistics don’t vary from one to the next. Ordinary
knives are used by the poor, the desperate, or the cautious
as backup weapons.
Pole arm
This is, at its very essence, a blade on the
end of a very long stick. It usually features an axe-head,
glaive, spear point, or similar maiming implement. It’s
not easy to handle and it’s just about impossible to conceal,
but it’s popular both with trolls and with melee
combatants looking to safely keep said large trolls at
more than arm’s length.
Survival knife
fine quality blade—smooth on one
edge, serrated on the other—with several accessories,
including a GPS monitor, mini-multitool, micro-lighter,
and a hidden compartment in the handle. The sides
of the steel are coated with a non-toxic chemical that
blacks out the blade when inert to prevent unwanted
reflection, but can be activated to provide two hours of
phosphorescent light. All knives can cut flesh, but a survival
knife is better at cutting rope and wood, or otherwise
being used as a tool. The survival knife is the kind of
gadget that no professional should be without.
Wireless: The knife displays an ARO of local maps,
your GPS position, and can be used to make commcalls.
Sword
It’s sharp, it’s heavy, and it will fragging cut
you wide open. Available in a wide variety of styles
(wakizashi, seax, scimitar, jian, machete, and so on and
so forth), this one-handed blade is not as formidable as
a katana but is substantially easier to hide.
Clubs
Use the Clubs skill to inflict blunt force trauma with
these weapons.
Club
The weapon they named the skill after. These
stats represent a range of objects, including an axe
handle, baseball bat, wrench, crowbar, a tire iron, and a
two-by-four with a rusty nail in it. There is a price listed,
but it’s not overly difficult to find one for free if you
know where to look.
Extendable baton
This telescoping club can be collapsed,
and it can be extended with a sharp flick of the
wrist or a wireless signal. When retracted, it’s more easily
concealed (Concealability Modifier 0 when retracted,
+2 when extended).
Wireless: Readying the extendable baton is a Free Action
instead of a Simple Action.
Sap
Also called a blackjack, this is a small, springy
club, or a flat piece of iron in a flexible leather covering.
It’s specially designed for concealment (Concealability
Modifier –2).
Staff
This large, heavy stick is popular with magicians
going for that traditional look. Available in composite,
hardwood, high-carbon steel, and other materials.
Stun baton
A standard riot-control weapon, viewed
as a tool and symbol of corporate-government oppressors
but pragmatically useful to runners. It has ten charges
and regains one charge per ten seconds when plugged in.
Wireless: The stun baton recharges by induction, regaining
one charge per full hour of wireless-enabled time.
Telescoping staff
This is a metal and composite
staff that can telescope down to a reasonable size, one
that can be concealed about as easily as a stun baton
or a sword. It can be extended and locked in place by
whirling it at the correct speed and angle and twisting
the grip, or via a wireless signal.
Wireless: Readying the telescoping staff is a Free Action
instead of a Simple Action.
Other Melee Weapons
These weapons require skills other than Blades or Clubs
to use.
Knucks
These may be traditional fist-load weapons
like brass knuckles, or modern “Hardliner gloves”
with a thin layer of densiplast located along the
knuckles and the edge of the hand. Either way they
substantially boost the impact of a punch, making it
potentially deadly. Attacks with knucks use the Unarmed
Combat skill.
Monofilament whip
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 the monofilament
line itself make this weapon a potential danger to it’s
wielder. On a glitch, you catch the weighted tip on something
nearby and need to disentangle it before you make
another proper attack with it. On a critical glitch, you hit
yourself with the whip and take its base damage (resisted
normally). A monofilament whip requires the Exotic Melee
Weapon (Monofilament Whip) skill to use.
Wireless: The whip can be readied with a Free Action,
rather than a Simple Action, and the whip’s built-in safety
system retracts automatically instead of getting you entangled
on a glitch. The Accuracy is also increased by 2.
Shock Gloves
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). Attacks with shock gloves
use the Unarmed Combat skill.
Wireless: The shock gloves recharge by induction, regaining
one charge per full hour of wireless-enabled time.