Dragonfall was at first a DLC expansion for Shadowrun Returns, free to Kickstarter backers, released February 27, 2014, later released as a standalone Shadowrun computer game for PC and Android. 1 About 2 Background 3 Delay 4 Reviews 5 System Requirement 6 Gallery 7 External link Shadowrun: Dragonfall - Director's Cut is a standalone release of Harebrained Schemes' critically-acclaimed. You can't have more than 6 skill/spell/etc slots and this does break quite a few things. Players and NPCs who may have more than 6 spell/program slots now only have 6 slots. Allows use of Magic Resistance I, adds a spellbook slot (if not unlocked already) 3: Allows use of Mana Fist, Chi Focus: Hits a single target 2 times with a melee weapon: 4: Allows use of Stride, adds a second spellbook slot (if not unlocked already) 5: Allows use of Counterstrike and Martial Defense I: 6. For the non-impetuous gamer, Dragonfall should yield at least a weekend of fun. Since Shadowrun Returns was released, there has been a steady stream of updates, and I think they have paid off. Both campaigns, Dead Man's Switch and Dragonfall are relatively free of bugs, and most of the game mechanics are pretty solid.
This page lists all weapons in Shadowrun: Dragonfall.
Smartlink versions of ranged weapons (price is in parenthesis, when available) have increased accuracy, but require that the user have a Datajack and they typically require a higher Ranged Combat skill.
Pistols[edit | edit source]
- Pistols are most accurate at medium ranges.
- Pistol skill 4 reduces reloading to 0 AP.
- Revolvers can't use the Double Tap or Chainshot abilities.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
Tiffani Self-Defender | An elegant weapon, perfect security for the woman about town. | 0 | 4 | 12 | 150 |
Fichetti Security 500 | A low grade pistol carried mostly by guards. | 0 | 6 | 12 | 150 (200) |
Tiffani Self-Defender II | An elegant weapon, perfect security for the woman about town. | 0 | 10 | 12 | 150 |
Ceska Black Scorpion | The most common gun in the shadows. Everyone owns at least one. | 1 | 6 | 28 | 250 (350) |
Slapdash Pistol | Made up of mixed parts from Ares, Cavalier and Ruger pistols. | 2 | 6 | 14 | 1999 |
Ares Predator | The Ares classic is considered a premier heavy pistol. | 4 | 10 | 15 | 550 (700) |
Browning Max-Power | A powerful heavy pistol. | 4 | 12 | 10 | 650 (800) |
Cavalier Deputy | An old school revolver that gives increased damage but less combat options. | 5 | 14 | 7 | 600 (750) |
Savalette Guardian | This popular pistol can fire a 3-round burst. | 5 | 10 | 12 | 1000 (1250) |
Remington Roomsweeper | A Remington favorite. Shotgun punch and spread an a heavy-pistol-sized package. Short range but wide spread. | 5 | 14 | 4 | 1500 |
Ruger Super Warhawk | A modern revolver that gives increased damage but less combat options. | 6 | 16 | 6 | 1250 (1500) |
Colt Manhunter | A heavy pistol created to perform perfectly under the most extreme situations. | 7 | 14 | 16 | 1250 (1500) |
Ruger Thunderbolt | Lone Star's favorite heavy pistol. | 8 | 14 | 12 | 2000 (2500) |
SMGs[edit | edit source]
- Submachine guns are most accurate at medium ranges.
- Unlike other guns, SMGs fire two shots per attack. Each has its own hit and crit/weak chance. The damage listed is for a single shot.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
Beretta Model 70 | A small sub-machine gun with big damage potential. | 0 | 5 | 30 | 350 (500) |
Uzi III | The most popular SMG in the world. | 1 | 6 | 24 | 600 (800) |
Ingram Smartgun | The professional street samurai's weapon of choice. | 4 | 8 | 30 | 900 (1125) |
Colt Cobra TZ-110 | A MilSpec SMG that's easily found on the streets. | 5 | 9 | 24 | 1200 (1450) |
SCK Model 100 | The SMG made famous by the Renraku Red Samurai. | 6 | 11 | 24 | 1750 (2250) |
Heckler & Koch HK227 | The high-end SMG that serves both security and shadowrunners. | 8 | 12 | 30 | 3000 (3750) |
Shotguns[edit | edit source]
- Shotguns are most accurate at short ranges.
- Shotguns have a chance to hit adjacent targets.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
Sawed-Off Benelli | A low-end, all-purpose shotgun, with the last few inches of the barrel sawed off. | 0 | 10 | 4 | 280 |
Street Sweeper | A makeshift, home-made shotgun. | 0 | 14 | 2 | 200 |
Ganger's Shotgun | Held together by duct tape, this shotgun has seen many owners. | 1 | 6 | 4 | 250 |
Benelli Raffaello | A low-end, all-purpose shotgun. | 1 | 12 | 4 | 400 (600) |
Mossberg CMDT | The favorite shotgun of CorpSec worldwide. | 4 | 14 | 8 | 800 (1100) |
Remington 990 | A shotgun seemingly made for Shadowrunners. | 4 | 16 | 8 | 1500 (2000) |
Enfield AS-7 | An assault shotgun that has a burst fire option. | 6 | 18 | 10 | 2500 (3000) |
Defiance T-250 | A top-line shotgun for those that like the big damage. | 8 | 20 | 5 | 3500 (4250) |
(Assault) Rifles[edit | edit source]
- Assault Rifles are most accurate at longer ranges.
Shadowrun Dragonfall Spell Slots Free
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
AK-97 | The most common assault rifle in the world. | 0 | 10 | 24 | 500 (750) |
Steyr AUG-CSL | An innovative new assault rifle with an integrated gas-vent recoil compensation system. | 0 | 15 | 34 | 3750 |
Semopal vz/88V | A basic assault rifle that is surprisingly good. | 3 | 11 | 30 | 800 (1000) |
Heckler & Koch G12A3z | Smaller than most assault rifles, yet just as deadly. | 4 | 13 | 32 | 1500 (2000) |
FN HAR | An assault rifle used by CorpSec units. More accurate and pierces up to 2 armor. | 4 | 12 | 36 | 1500 (2000) |
Colt M23 | The most common assault rifle found in the shadows. | 6 | 15 | 34 | 2750 (3500) |
Ares Alpha | Ares' top of the line assault rifle. | 8 | 17 | 42 | 4000 (5000) |
Sniper Rifles[edit | edit source]
- Sniper Rifles are most accurate at long range (longer than Assault Rifles).
- Sniper Rifles hit harder than Assault Rifles, but they have a small magazine capacity and do not have burst fire.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
Ruger 100-S | A stock sniper rifle easily found on the black market. | 3 (4) | 16 | 4 | 1200 (1750) |
Walther MA-2100 | The official sniper rifle of the CSA. Pierces up to 1 armor. | 6 | 18 | 5 | 2000 (2500) |
Ranger Arms SM-3 | Extremely powerful, and with a variable-magnification scope. Pierces up to 1 Armor. | 8 | 20 | 6 | 3000 (3750) |
- The Ruger 100-S requires Ranged Combat 3, while the smartlink version of the same weapon requires Ranged Combat 4. This is possibly a bug, as no other smartlinked weapon has such increased requirements.
Machine Guns[edit | edit source]
- Machine Guns can fire in burst or full auto mode and have large ammo capacities.
- Machine Guns use the Rifle specialization.
- Due to their weight, most Machine Guns have a minimum Strength requirement.
Name | Description | Ranged Combat | Strength | Damage | Capacity | Cost |
---|---|---|---|---|---|---|
Vindicator Minigun | Six rotating barrels with an impressive rate of fire. | 3 | 7 | 20 | 30 | 5000 |
Tasers[edit | edit source]
- Tasers use the Ranged Combat skill, but do not benefit from any specific specialization, despite being sized as pistols.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
Pain Inducer | A customized taser with increased accuracy as well as a chance to spread to adjacent targets. 2 AP to reload. | 0 | 8 | 2 | 800 |
Defiance Super Shock | A popular weapon with law enforcement. Its darts trail a wire, allowing a powerful shock to be delivered. | 2 | 4 | 1 | 350 |
Yamaha Pulsar | The Pulsar has a higher capacity and range than the standard taser. | 5 | 4 | 2 | 800 |
Explosive Launchers[edit | edit source]
- Explosive Launchers fire mini-grenades that do AOE damage but have limited ammo capacities and slow reload times.
- Explosive Launchers use the Ranged Combat skill, but do not benefit from any specific specialization.
Name | Description | Ranged Combat | Damage | Capacity | Cost |
---|---|---|---|---|---|
M79 Grenade Launcher | A classic tube-fired grenade launcher. | 1 | 14 | 1 | 500 |
ArmTech MGL-6 | Portable grenade launcher that fires mini-grenades. 2 AP to reload. | 3 | 12 | 6 | 1200 |
Unarmed Weapons[edit | edit source]
- Unarmed attacks use the character's Strength for the base damage (i.e., 3 Strength = 3 damage).
Name | Description | Close Combat | Damage | Cost |
---|---|---|---|---|
Fist | No weapon. No problem. Damage is equal to your Strength. | 0 | +0 | - |
Spiked Fist | Causes minor bleeding on target on impact, with damage of your Strength +1. May do AP damage on critical hits. | 2 | +1 | 350 |
Punching Dagger | Causes moderate bleeding on target on impact, with damage of your Strength +2. May do AP damage on critical hits. | 5 | +2 | 1250 |
Cestus | Causes heavy bleeding on target on impact, with damage of your Strength +3. May do AP damage on critical hits. | 8 | +3 | 2500 |
Melee Weapons[edit | edit source]
- Most of the swords reduce the target's AP on a critical hit.
Name | Description | Close Combat | Damage | Cost |
---|---|---|---|---|
Broom | Sweep away your enemies with this multi-purpose implement. | 0 | 2 | 10 |
Baseball Bat | Knock 'em out of the park with this old-fashioned slugger. | 0 | 2 | 50 |
Machete | Basically a sharp piece of metal with a handle. May do AP damage on a critical hit. | 1 | 3 | 250 |
Katana | Cool sword. May do AP DMG on a critical hit. | 3 | 4 | 650 |
Axe | A heavy axe made for cutting up your enemies. | 5 | 6 | 1500 |
Hand-Forged Katana | A work of art and a deadly weapon. May do AP DMG on a critical hit. | 5 | 5 | 1750 |
Dikoted Katana | A katana that has undergone the Dikote process, making it truly deadly. May do AP DMG on critical hits. | 7 | 6 | 3500 |
Centurion Laser Axe | Has two welding lasers focused along the cutting edge, greatly improving its cutting effectiveness. | 8 | 7 | 5000 |
Ares Mono-Sword | A sword with superfine monofilament wire attached to the blade edges. Extremely sharp and unlikely to blunt. | 8 | 6 | 5000 |
Throwing Weapons[edit | edit source]
Name | Description | Throwing Weapons | Reach | Damage | Cost |
---|---|---|---|---|---|
Throwing Knife | Low tech opens up so many possibilities. | 0 | 10 | 4 | 250 |
Shuriken | Low tech opens up so many possibilities. May do additional AP damage. | 0 | 15 | 6 | 600 |
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This page lists all spells in Shadowrun: Dragonfall. Approach Aljernon to purchase them.
Spellcasting[edit | edit source]
- Click on the Name column heading to sort by spell name.
Name | Description | Spellcasting | AP | Cooldown | Damage | AoE |
---|---|---|---|---|---|---|
Powerbolt I | The most basic spell every mage knows and always has ready. | 1 | 1 | 0 | 6 | - |
Armor I | Target gains +2 Armor. Lasts 2 rounds. | 1 | 1 | 0 | - | - |
Distraction I | Decreases the target's to hit chance by 12%. Lasts for 1 round. | 1 | 1 | 0 | - | - |
Flamethrower I | A line of fire controlled by the caster and directed at one target. | 1 | 1 | 1 | 12 | - |
Ignore Armor | Decreases the target's Armor by 10. Lasts 0 rounds. | 1 | 1 | 0 | - | - |
Manabolt I | A powerful magical bolt that pierces up to 2 armor. | 1 | 1 | 2 | 8 | - |
Weaken Armor I | Decreases the target's Armor by 1. Lasts 2 rounds. | 1 | 1 | 0 | - | - |
Manaball I | A powerful magical bolt that ignores normal armor and targets Willpower. | 1 | 2 | 2 | 10 | 2 |
Acid Stream I | A stream of acid that also does ongoing -6 HP for 1 round. | 2 | 1 | 2 | 9* | - |
Aim I | Increases the target's to hit chance by 12%. Lasts 2 rounds. | 2 | 1 | 0 | - | - |
Heal Wound | Heals the last damage sustained in a scene. | 2 | 1 | 2 | - | - |
Lightning Bolt I | A bolt of lightning that targets a single enemy and also does - 1 AP. | 2 | 1 | 3 | 10 | - |
Power Bolt II | The most basic spell every mage knows and always has ready. | 3 | 1 | 0 | 10 | - |
Armor II | Target gains +4 Armor. Lasts 3 rounds. | 3 | 1 | 0 | - | - |
Dispel Magic | Dispels any target's on-going magical effect. | 3 | 1 | 1 | - | - |
Distraction II | Decreases the target's to hit chance by 15%. Lasts for two rounds. | 3 | 1 | 0 | - | - |
Flamethrower II | A line of fire controlled by the caster and directed at one target. | 3 | 1 | 1 | 20 | - |
Manabolt II | A powerful magical bolt that pierces up to 2 armor. | 3 | 1 | 2 | 12 | - |
Mind Wipe | Target ignores all enemies. Lasts 2 rounds. | 3 | 2 | 3 | - | - |
Stunbolt | A stun spell which does -1 AP to the target. | 3 | 2 | 3 | - | - |
Manaball II | Ignores armor, targets Willpower, and does ongoing -10 HP for 1 round. | 6 | 2 | 2 | 10* | 2 |
Acid Stream II | A stream of acid that also does ongoing - 6 HP for 2 rounds. | 4 | 1 | 2 | 12* | - |
Aim II | Increases the target's to hit chance by 15%. Lasts 4 rounds. | 4 | 1 | 1 | - | - |
Lightning Bolt II | A bolt of lightning that targets a single enemy and also does - 1 AP. | 4 | 1 | 3 | 12 | - |
Weaken Armor II | Decreases the target's Armor by 2. Lasts 4 rounds. | 4 | 1 | 0 | - | - |
Ball Lightning I | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 1 round. | 4 | 3 | 4 | 15* | 2 |
Fireball I | A fiery explosion that also does ongoing -10 HP for 1 round. | 4 | 2 | 2 | 15* | 2 |
Stunball | Magical explosion that does -1 AP and ongoing -1 AP for 2 rounds. | 4 | 3 | 3 | - | 2 |
Powerbolt III | The most basic spell every mage knows and always has ready. | 5 | 1 | 0 | 14 | - |
Armor III | Target gains +6 Armor. Lasts 4 rounds. | 6 | 1 | 0 | - | - |
Blindness | Target is blinded and cannot see or attack targets. Lasts 2 rounds. | 5 | 2 | 3 | - | - |
Flamethrower III | A line of fire controlled by the caster and directed at one target. | 5 | 1 | 1 | 25 | - |
Glue | The target cannot move but can still use AP to attack. Lasts 2 rounds. | 5 | 1 | 3 | - | - |
Manabolt III | A powerful magical bolt that pierces up to 3 armor. | 5 | 1 | 3 | 16 | - |
Weaken Armor III | Decreases the target's Armor by 3. Lasts 4 rounds. | 5 | 1 | 3 | 0 | 0 |
Aim III | Increases the targets to hit chance by 18%. Lasts 6 rounds. | 6 | 1 | 1 | - | - |
Confusion | Target switches to your team and attacks your enemies. Lasts 2 rounds. | 8 | 3 | 3 | - | - |
Lightning Bolt III | A bolt of lightning that targets a single enemy and also does - 1 AP. | 7 | 1 | 3 | 18 | - |
Petrify | Target loses all AP for 2 rounds and cannot attack or move. Lasts 2 rounds. | 8 | 3 | 4 | - | - |
Fireball II | A fiery explosion that also does ongoing -10 HP for 2 rounds. | 6 | 2 | 4 | 20* | 2 |
Manaball III | Ignores armor, targets Willpower, and does ongoing -10 HP for 2 rounds. | 8 | 2 | 4 | 15* | 2 |
Powerbolt IV | The most basic spell every mage knows and always has ready. | 7 | 1 | 0 | 15 | - |
Ball Lightning II | Lightning explosion that also does -1 AP. Ongoing -5 HP and -1 AP for 2 rounds. | 8 | 3 | 4 | 15* | 2 |
Flamethrower IV | A line of fire controlled by the caster and directed at one target. | 8 | 1 | 2 | 30 | - |
Manabolt IV | A powerful magical bolt that pierces up to 4 armor. | 7 | 1 | 3 | 16 | - |
* Does not include DoT damage.
Conjuring[edit | edit source]
Name | Description | Conjuring | AP | Cooldown | Damage | AOE |
---|---|---|---|---|---|---|
Acid Bolt I | A Conjurer's basic acid bolt. Does damage over time. | 1 | 1 | 0 | 4 (+2/turn) | - |
Slow I | Decreases the targets Movement by 2 for 3 rounds. | 1 | 1 | 1 | - | - |
Haste I | Increases the friendly target's IP by 1 for 2 rounds. | 2 | 2 | 3 | - | - |
Air Barrier | Set 5 Light Cover barriers that last 3 rounds. Anyone that enters takes -1 AP. | 2 | 1 | 2 | - | - |
Slow II | Decreases the targets Movement by 4 for 3 rounds. | 3 | 1 | 1 | - | - |
Fog | An area of effect spell that reduces the chance to target someone by 15%. Lasts for 3 rounds. | 3 | 2 | 2 | - | 3 |
Mana Charge I | Concentrates mana from the surrounding area to provide an effect similar to a small leyline. Lasts for 2 rounds. | 4 | 1 | 5 | - | - |
Blur I | Makes a friendly target difficult to hit and increases Movement by 1. Lasts until the end of your next turn. | 4 | 1 | 2 | - | - |
Haste II | Increases the friendly target's IP by 1 for 3 rounds. | 4 | 2 | 3 | - | - |
Fire Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -10 HP. | 6 | 1 | 2 | 10 | - |
Slow III | Decreases the targets Movement by 6 for 3 rounds. | 5 | 1 | 3 | - | - |
Lightning Barrier | Set 5 Medium Cover barriers that last 3 rounds. Anyone that enters takes -7 HP and -1 AP. | 4 | 1 | 2 | 7 | - |
Haste III | Increases the friendly target's IP by 1 for 4 rounds. | 6 | 2 | 4 | - | - |
Shadow | Creates a shadow zone in which characters cannot be targeted, nor target others. Lasts until the beginning of your next turn. | 5 | 2 | 5 | - | 3 |
Slo-Mo | Increases the targets AP cost for all actions by 2. Lasts for 2 rounds | 7 | 2 | 4 | - | - |
Mana Charge II | Concentrates mana from the surrounding area to provide an effect similar to a medium leyline. Lasts for 4 rounds. | 6 | 1 | 5 | - | - |
Blur II | Makes a friendly target extremely difficult to hit and increases Movement by 2. Lasts until the end of your next turn. | 6 | 1 | 3 | - | - |
Hellstorm Barrier | Set 5 Heavy Cover barriers that last 3 rounds. Anyone that enters takes -12 HP and -1 AP. | 8 | 2 | 2 | 12 | - |
Haste IV | Increases the friendly target's IP by 2 for 3 rounds. | 8 | 3 | 4 | - | - |
Chi Casting[edit | edit source]
Name | Description | Chi Casting | AP | Cooldown | Damage |
---|---|---|---|---|---|
Magic Resistance | Passive: The adept gains a Medium Cover bonus to magic spells. | 2 | - | - | - |
Martial Defense I | Active: The adept gains a Light Cover bonus against incoming attacks for 4 rounds. | 5 | 0 | 6 | - |
Killing Hands | Passive: Unarmed damage increased by 3. Active: Unarmed damage increased by a further 4 for 3 rounds. | 1 | 1 | 6 | - |
Mana Fist | A powerful magic punch that pierces up to 4 Armor. Shares a cooldown with other Mana Fist spells. | 3 | 1 | 1 | 10 |
Stride | Passive: The adepts Movement is increased by 2. Active: The adepts Movement is increased by a further 2 for 3 rounds. | 4 | 1 | 4 | - |
Quick Strike | The adept gains a 0 AP cost attack that does 8 HP damage to the target. Pierces up to 2 Armor. | 7 | 0 | 2 | 8 |
Martial Defense II | Active: The adept gains a Medium Cover bonus against incoming attacks for 4 rounds. | 10 | 0 | 6 | - |
Counterstrike | The adept ends their turn, but will counter-attack with their current weapon when attacked. Maximum of 3 counter-attacks. | 5 | 1 | 2 | - |
Pain Resistance | Passive: Decreases any damage the adepts takes by 2. Active: Decreases damage by a further 3 for 3 rounds. | 9 | 2 | 4 | - |
Mystic Armor | Passive: The adepts has +2 Armor. Active: The adepts gains a further +2 Armor for 3 rounds. | 8 | 1 | 4 | - |
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