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Shadowrun, Sixth World skill
Exotic Weapons
Exotic Weapons is a skill in Shadowrun, Sixth World: Unusual armaments that no standard combat skill covers, from monofilament whips to bows and gyrojets.
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Key facts
- Attribute
- agility
Overview
Exotic Weapons is the catch-all for armament that does not behave like a gun or a blade. Monofilament whips, bows, blowguns, gyrojet pistols, and one-off gear out of a corporate lab all land here. It is a niche skill with a real payoff. Exotic weapons often bypass what a venue scans for, and the surprise of an opponent who has never fought that thing before is worth as much as the damage.
How it works
Linked Attribute: Agility Dice Pool: Agility plus Exotic Weapons, hits on 5 or 6. Scope: Whatever Firearms and Close Combat do not cover. Ask your GM which weapon falls where before spending points. Ratings: 0 to 6, and a niche skill at rank 1 or 2 rarely earns its place in a fight.
Tips and playstyle
Best for: Character concepts built on one signature weapon rather than general combat coverage. Character concepts: An adept with a monofilament whip, a hunter who prefers a bow, a runner carrying a lab prototype she never returned. Synergies: Keep Firearms or Close Combat as the reliable fallback, because an exotic weapon out of ammunition or reach leaves you empty-handed.
Frequently asked questions
Should this be my only combat skill?
Rarely. Exotic weapons are situational, so most builds pair the signature weapon with Firearms or Close Combat as a backup.
Why take Exotic Weapons at all?
Scanners and searches look for guns and blades. A bow or a whip walks through checks that would strip a pistol off you.