Two-Weapon Combat
by Jason J. Carter
Introduction
Fighting with two weapons simultaneously is a staple of action movies and fantasy literature, but the Shadowrun rules don’t provide much guidance on how to handle it effectively. This article provides optional rules for two-weapon combat that maintain game balance while allowing characters to wield dual weapons with style.
Basic Two-Weapon Combat
A character wielding two weapons may attack with both in the same Combat Turn. This is considered a single Complex Action (not two Simple Actions). The character makes two separate attack tests, one for each weapon.
When attacking with two weapons, the character suffers the following penalties:
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Off-Hand Penalty: If the character does not have the Ambidextrous edge, they suffer +2 to the target number for their off-hand weapon (typically the left hand for right-handed characters).
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Split Attention: The character suffers +2 to the target number for both weapons due to dividing their attention between two attacks.
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Recoil: If using ranged weapons, recoil is calculated separately for each weapon but both attacks suffer from accumulated recoil.
Total Penalties:
- Primary hand: +2
- Off-hand: +4 (+2 if Ambidextrous)
These penalties can be reduced through Combat Pool allocation, as normal.
Combat Pool with Two Weapons
When attacking with two weapons, the character may allocate Combat Pool dice to either or both attacks. These dice must be allocated before rolling and are deducted from the Combat Pool as normal.
Additionally, any Combat Pool dice allocated to defense during that Combat Turn are split between protecting against incoming attacks with both weapons (defender’s choice how to allocate).
Paired Weapons Skill
Characters who wish to specialize in two-weapon combat may purchase the Paired Weapons skill. This is a specialized skill under the appropriate weapon concentration (Firearms, Edged Weapons, Clubs, etc.).
Paired Weapons (Specific Type)
Specialization under relevant weapon skill
Cost: As per normal skill costs
When using two weapons of the appropriate type, the character reduces the Split Attention penalty by 1 for every 2 full ranks in Paired Weapons. This does not reduce the Off-Hand penalty (unless the character is Ambidextrous).
Example: Sarah has Firearms 5 and Paired Weapons (Pistols) 4. When firing two pistols, she normally suffers +2 to both attacks. Her Paired Weapons skill reduces this by 2, so she suffers no Split Attention penalty. She still suffers +2 to her off-hand unless she’s Ambidextrous.
Restrictions
Not all weapons can be effectively wielded in pairs. Use common sense and the following guidelines:
Melee Weapons: Generally, only light weapons (knives, clubs, light swords) can be wielded in pairs. Heavy weapons like claymores or polearms are too unwieldy.
Ranged Weapons: Pistols and light SMGs can be dual-wielded. Rifles, shotguns, and heavy weapons cannot.
Mixed Weapons: A character can wield two different types of weapons (such as a sword and a pistol) but must have the Paired Weapons skill for each type. The penalties stack normally.
Size Matters: Larger metatypes can dual-wield weapons that smaller metatypes cannot. A troll might dual-wield SMGs easily, while a dwarf would struggle with the same weapons.
Advanced Options
Multiple Targets
When wielding two weapons, a character may attack two different targets instead of attacking the same target twice. This incurs an additional +1 penalty to both attacks due to the extra coordination required.
Defensive Stance
A character wielding two melee weapons may choose to use one weapon defensively while attacking with the other. This is declared at the beginning of the Combat Turn.
The character makes their attack with only one weapon (suffering only the standard penalties for a single attack) and adds the Reach of their defensive weapon to their Combat Pool for defensive purposes only. This bonus lasts until the character’s next action.
Suppressive Fire
A character with two ranged weapons may use both to lay down suppressive fire (if both weapons are capable of burst or full-auto fire). This doubles the area affected but also doubles the ammunition consumed. The character makes a single test using the worse of their two weapons.
Specific Weapon Combinations
Two Pistols
This is the classic dual-wielding setup. Most practical for characters with high Firearms skill and the Ambidextrous edge.
Advantage: High rate of fire, can engage multiple targets.
Disadvantage: Limited range, high ammo consumption.
Two Knives
Popular with street fighters and assassins. Effective in close combat.
Advantage: High concealability, can feint and slash rapidly.
Disadvantage: Very short reach, requires getting close.
Sword and Dagger
A classic medieval combination that works well in Shadowrun.
Advantage: The dagger can be used defensively while the sword attacks.
Disadvantage: Requires high skill to use effectively.
Pistol and Knife
The ultimate close-quarters combination.
Advantage: Versatile, effective at multiple ranges.
Disadvantage: Requires skills in both firearms and melee, penalties for mixed weapon types.
Cyberware Enhancement
Certain cyberware can make two-weapon combat more effective:
Smartlink: Provides normal bonuses to each weapon equipped with smartlink technology. This can help offset the penalties for two-weapon combat.
Wired Reflexes / Boosted Reflexes: The extra initiative passes make two-weapon combat more viable by allowing more attacks per turn.
Muscle Replacement / Enhancement: Helps with recoil compensation when using two ranged weapons.
Cyberlimbs: Characters with two cyber-arms can install recoil compensation in each arm, allowing better control of dual ranged weapons.
Game Balance Considerations
Two-weapon combat should be effective but not overpowering. The penalties ensure that a character with two weapons is not necessarily better than a character with one weapon who’s using their Combat Pool more effectively.
Key balance points:
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Action Economy: Two attacks per Complex Action is powerful but not game-breaking when penalties are applied.
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Skill Requirements: Effective two-weapon combat requires significant skill investment (high weapon skills, Paired Weapons skill, possibly Ambidextrous edge).
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Combat Pool Tax: Using two weapons effectively drains Combat Pool quickly, making the character vulnerable to counterattacks.
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Ammunition: Dual ranged weapons consume ammunition twice as fast, creating a logistical concern.
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Recoil Management: Dual firearms suffer from severe recoil issues unless the character has significant recoil compensation.
Sample Character: Razor
Razor is a street samurai who specializes in dual-wielding knives. She has:
- Edged Weapons: 6
- Paired Weapons (Knives): 4
- Ambidextrous Edge
- Combat Pool: 10
- Two Combat Knives (Reach 0, Damage (STR+1)L)
When attacking with both knives, Razor suffers +0 penalty on her primary hand (base +2, reduced by 2 from Paired Weapons 4) and +2 on her off-hand (would be +4 but she has Ambidextrous).
With her high Combat Pool, she can easily allocate enough dice to overcome these penalties and make devastating dual attacks. However, using her weapons this way leaves her less Combat Pool for defense, so she must be tactical about when to go all-out.
Example Combat Sequence
Round 1:
Razor (Initiative 15) faces three gangers. She wins initiative.
Action: Razor attacks Ganger 1 with both knives.
- Primary knife: Base TN 4, +0 from two-weapon penalty = TN 4
- Off-hand knife: Base TN 4, +2 from two-weapon penalty = TN 6
She allocates 3 Combat Pool dice to each attack.
- Primary knife: Rolls 9 dice (Edged Weapons 6 + 3 CP), gets 4 successes
- Off-hand knife: Rolls 9 dice, gets 2 successes
Ganger 1 attempts to dodge with Combat Pool but fails. He takes (STR+1)L damage plus 3 net successes from the first knife, and (STR+1)L damage plus 1 net success from the second knife. With Razor’s Strength of 5, that’s 6L +3 and 6L +1, for a total of 9 Moderate damage. Ganger 1 goes down hard.
Gangers 2 and 3 (Initiative 8) attack Razor.
Razor has 4 Combat Pool remaining (started with 10, spent 6 on attacks). She allocates 2 dice to defend against each attack.
[Combat continues…]
Summary
Two-weapon combat in Shadowrun can be effective and exciting when done right. The key is balancing the benefits of multiple attacks against the penalties and Combat Pool costs. Characters who specialize in this style (with Paired Weapons skill, Ambidextrous edge, and high Combat Pool) can be devastating, while casual dual-wielding should be situational rather than a constant tactic.
I’ve been running dual predators for three years now. The trick is knowing when to use both and when to focus on one. Against a single heavily armored target, two guns is overkill. Against a gang of unarmored punks, it’s perfect.
Double Tap
Two weapons looks cool but it’s not for everyone. You need serious skill investment and good reflexes or you’re just wasting ammo. I’ve seen too many wannabe gunslingers get themselves geeked because they thought looking cool was more important than actually hitting their target.
Practical
The best two-weapon fighters I know don’t use two of the same weapon. They use complementary weapons - like a pistol and a knife, or a sword and a whip. That way they have options for different ranges and situations.
Tactician
Forget dual-wielding. Get one good weapon, master it completely, and you’ll be more effective than any punk with two guns who can’t hit the broad side of a barn with either one.
Old School
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