Throwing Weapons
Master Index » Equipment Index » Weapons Tables » Throwing Weapons
Weapon Conceal Damage Weight Avail Cost SI Legal
Non-Aerodynamic
Caltrop 8 (Body)L .5 3/36 h 5 1 8-A
Net 8 None 4 5/48 h 500 2 Legal
Throwing Knife 9 (Strength)L .25 2/24 h 20 1 8-D
Aerodynamic
Shuriken 8 (Strength)L .25 2/24 h 30 2 6-D
Improvised Weapon Damage Skill Used Range Chart Notes
Baseball (Strength)L Stun Throwing Aero. Grenade
Bowling Ball (Strength)M Stun Throwing (Throwing Knife)/3 Strength Min 4
Brick (Strength/2)L Stun Throwing (Throwing Knife)/2
Cue Ball (Strength)L Stun Throwing Aero. Grenade
Hairspray and Lighter 4L Spray 2 Meters Starts Fires
Metahuman Body (Body+2)L Stun Throwing (Str-Body)/2 meters Requires 2 Hands, Str Min = Body
Molotov Cocktail 6M Throwing Shuriken Starts Fires
Nail Gun 8M Pistol Light Pistol
Rock (Strength+1)L Stun Throwing Standard Grenade
Throwing Weapon Information
NonAerodynamic
Caltrop
Also known as crow's feet, caltrops consist of a welded group of small spikes designed to lie on a surface with at least one spike facing upwards. Caltrops are most often scattered in handfuls on the ground to deter foot pursuit.
When a character throws down caltrops, use the standard grenade ranges and make a Throwing Weapons Test, noting the number of successes. A character crossing an area littered with caltrops must make a Quickness Test equal to the number of caltrops. Apply a +4 TN modifier if the character is unaware of the caltrops' presence and any other modifiers the gamemaster considers appropriate for the size of the area and the density of the coverage. If the character fails the test, they step on a caltrop and suffer the Damage Code listed (based on their own Body). Successes from the attacker's Throwing Weapon Test may be used to stage damage up in the same way as for a thrown grenade, or they may be used to increase the Quickness Test target number by 1 for every 2 succeses. Unless the victim is wearing heavy or armored boots, armor does not protect against this damage.
Caltrops are ineffective as a direct-attack thrown weapon, inflicting only (STR-1)L damage.
Net
Nets can be used to trap and subdue an opponent. Modern nets are made of durable, lightweight, hard-to-cut hybrid weaves and are weighted around the edges. This is a two handed weapon.
The attacker makes a Throwing Weapon Test to use the net, and the defender makes a Dodge Test. If the attacker's successes equal or exceed the half the defender's Quickness (round down), the defender is trapped by the net. For each of his successes, the attacker may add 1 dice to an Open Test to determine the TN for the defender's Strength or Quickness Test to escape. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the TN by 1.
Use a Barrier Rating of 6 for cutting through a net.
Throwing Knife
Any of a variety of slim knives or spikes.
Aerodynamic
Shuriken
A multi-edged or spiked, airfoil throwing blade.
Master Index » Equipment Index » Weapons Tables » Throwing Weapons
Weapon Conceal Damage Weight Avail Cost SI Legal
Non-Aerodynamic
Caltrop 8 (Body)L .5 3/36 h 5 1 8-A
Net 8 None 4 5/48 h 500 2 Legal
Throwing Knife 9 (Strength)L .25 2/24 h 20 1 8-D
Aerodynamic
Shuriken 8 (Strength)L .25 2/24 h 30 2 6-D
Improvised Weapon Damage Skill Used Range Chart Notes
Baseball (Strength)L Stun Throwing Aero. Grenade
Bowling Ball (Strength)M Stun Throwing (Throwing Knife)/3 Strength Min 4
Brick (Strength/2)L Stun Throwing (Throwing Knife)/2
Cue Ball (Strength)L Stun Throwing Aero. Grenade
Hairspray and Lighter 4L Spray 2 Meters Starts Fires
Metahuman Body (Body+2)L Stun Throwing (Str-Body)/2 meters Requires 2 Hands, Str Min = Body
Molotov Cocktail 6M Throwing Shuriken Starts Fires
Nail Gun 8M Pistol Light Pistol
Rock (Strength+1)L Stun Throwing Standard Grenade
Throwing Weapon Information
NonAerodynamic
Caltrop
Also known as crow's feet, caltrops consist of a welded group of small spikes designed to lie on a surface with at least one spike facing upwards. Caltrops are most often scattered in handfuls on the ground to deter foot pursuit.
When a character throws down caltrops, use the standard grenade ranges and make a Throwing Weapons Test, noting the number of successes. A character crossing an area littered with caltrops must make a Quickness Test equal to the number of caltrops. Apply a +4 TN modifier if the character is unaware of the caltrops' presence and any other modifiers the gamemaster considers appropriate for the size of the area and the density of the coverage. If the character fails the test, they step on a caltrop and suffer the Damage Code listed (based on their own Body). Successes from the attacker's Throwing Weapon Test may be used to stage damage up in the same way as for a thrown grenade, or they may be used to increase the Quickness Test target number by 1 for every 2 succeses. Unless the victim is wearing heavy or armored boots, armor does not protect against this damage.
Caltrops are ineffective as a direct-attack thrown weapon, inflicting only (STR-1)L damage.
Net
Nets can be used to trap and subdue an opponent. Modern nets are made of durable, lightweight, hard-to-cut hybrid weaves and are weighted around the edges. This is a two handed weapon.
The attacker makes a Throwing Weapon Test to use the net, and the defender makes a Dodge Test. If the attacker's successes equal or exceed the half the defender's Quickness (round down), the defender is trapped by the net. For each of his successes, the attacker may add 1 dice to an Open Test to determine the TN for the defender's Strength or Quickness Test to escape. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the TN by 1.
Use a Barrier Rating of 6 for cutting through a net.
Throwing Knife
Any of a variety of slim knives or spikes.
Aerodynamic
Shuriken
A multi-edged or spiked, airfoil throwing blade.