Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
unarmed | Unarmed Combat | — | Reach 0 | — | — | (Str)M Stun | — | — | — | — | Legal | — |
Ares Monosword | Edged Weapons | 3 | Reach 1 | — | — | (Str+3)M | 2 kg | 4/1 day | 1,000¥ | 1 | 3-B | — |
AZ-150 Stun Baton | Clubs | 5 | Reach 1 | 12 (batt) | — | 8S Stun | 1 kg | 3/36 hrs | 1,500¥ | 2 | 5-C | shock |
bayonet (mounted) | Edged Weapons | 5 | Reach 2 | — | — | (Str+2)M | 0.75 kg | 4/1 day | 50¥ | 1 | 6-A | — |
bo staff | Pole Arms/Staffs | 2 | Reach 2 | — | — | (Str+3)M Stun | 2 kg | 4/2 days | 50¥ | 1 | 8-C | — |
claymore | Pole Arms/Staffs | — | Reach 2 | — | — | (Str+1)S | 6 kg | 4/2 days | 1,000¥ | 2 | 3-B | Str 4 minimum |
club | Clubs | 5 | Reach 1 | — | — | (Str+1)M Stun | 1 kg | 2/6 hrs | 10¥ | 1 | 6-C | — |
combat axe | Pole Arms/Staff | 2 | Reach 2 | — | — | (Str)S | 2 kg | 3/1 day | 750¥ | 2 | 3-B | thrusting point |
combat axe (thrusting point) | Edged Weapons | 12 | Reach 0 | — | — | (Str+2)L | — | — | — | — | 3-B | — |
Cougar Fineblade Knife (short) | Edged Weapons | 8 | Reach 0 | — | — | (Str)M | 0.5 kg | 5/3 days | 800¥ | 3 | 8-A | — |
Cougar Fineblade Knife (long) | Edged Weapons | 5 | Reach 0 | — | — | (Str+1)M | 0.75 kg | 8/3 days | 1,500¥ | 3 | 8-A | — |
extendable baton | Clubs | 9/5 | Reach 1 | — | — | (Str+1)M Stun | 1 kg | 3/1 day | 25¥ | 1 | 6-C | — |
forearm snap blades | Edged Weapons | 7 | Reach 0 | — | — | (Str)M | 1.5 kg | 4/2 days | 850¥ | 2 | 4-B | — |
harpoon | Pole Arms/Staffs | 2 | Reach 2 | — | — | (Str+2)M | 4 kg | 4/2 days | 500¥ | 2 | 4-C | — |
javelin | Pole Arms/Staffs | 3 | Reach 2 | — | — | (Str+2)L | 2 kg | 4/2 days | 100¥ | 2 | 6-C | — |
katana | Edged Weapons | 3 | Reach 1 | — | — | (Str+3)M | 1 kg | 4/2 days | 1,000¥ | 2 | 5-B | damage code assumes two-handed use |
katar | Edged Weapons | 7 | Reach 0 | — | — | (Str+3)L | 0.75 kg | 5/3 days | 800¥ | 2 | 6-A | — |
knife | Edged Weapons | 8 | Reach 0 | — | — | (Str)L | 0.5 kg | 2/4 hrs | 30¥ | 0.75 | 8-A | can be thrown |
knife (thrown) | Throwing Weapons | — | (Str)×1/(Str)×2/(Str)×3/(Str)×5 | — | — | (Str)L | — | — | — | — | 8-A | can be thrown |
kris | Edged Weapons | 7 | Reach 0 | — | — | (Str)M | 0.75 kg | 8/3 days | 1,000¥ | 3 | 5-A | — |
kusarigama | Whips | 8 | Reach 2 | — | — | (Str+1)M | 1 kg | 6/2 days | 200¥ | 2 | 5-C | entangle |
Centurion Laser Crescent Axe | Edged Weapons | 2 | Reach 1 | — | — | (Str)S | 5.2 kg | 6/2 days | 3,500¥ | 0.5 | 3-B | on 2d6 roll less than target's Impact Armor or Barrier Rating, lasers are knocked out of alignment and damage reduced to (Str)M until realigned with 30 minute Electronics B/R (4) Test; 2 hour battery life; 1 hour recharge time |
mācuahuitl | Edged Weapons | 3 | Reach 1 | — | — | (Str+2)M | 1 kg | 18/7 days | 3,000¥ | 2 | 3-B | on 1d6 roll less than target's Impact Armor or Barrier Rating, obsidian shards break and damage is reduced to (Str+1)M, then to (Str)M Stun |
mace | Clubs | 4 | Reach 1 | — | — | (Str+3)M Stun | 2 kg | 5/2 days | 150¥ | 2 | 5-C | — |
manriki-gusari | Whips | 10 | Reach 2 | — | — | (Str+2)L Stun | 1 kg | 6/2 days | 150¥ | 2 | 5-C | entangle |
monofilament whip | Whips | 10 | Reach 2 | — | — | 10S | 0 kg | 24/14 days | 3,000¥ | 3 | 1-K | Impact Armor is halved and Barrier Ratings doubled vs. monofilament whip; if defender dodges attack or more 1s than successes are rolled on the attack, wielder must make a Whips (6) Test or strike themselves for full damage |
morning star | Whips | 4 | Reach 2 | — | — | (Str+2)M | 2 kg | 5/2 days | 250¥ | 2 | 4-C | entangle |
no-dachi | Pole Arms/Staffs | — | Reach 2 | — | — | (Str+1)S | 5 kg | 8/3 days | 3,000¥ | 3 | 4-B | — |
nunchaku | Whips | 7 | Reach 1 | — | — | (Str+1)M Stun | 0.75 kg | 4/2 days | 100¥ | 1 | 8-C | — |
pole arm | Pole Arms/Staffs | 2 | Reach 2 | — | — | (Str+3)S | 4 kg | 4/2 days | 500¥ | 2 | 3-B | — |
rattan stick | Clubs | 5 | Reach 1 | — | — | (Str+1)S(f) Stun | 0.2 kg | 2/6 hrs | 10¥ | 1 | 8-C | — |
sai | Clubs | 6 | Reach 0 | — | — | (Str+2)L Stun | 1 kg | 4/2 days | 100¥ | 2 | 8-C | — |
sap | Clubs | 8 | Reach 0 | — | — | (Str+2)M Stun | 0 kg | 2/6 hrs | 10¥ | 1 | 5-C | — |
shock glove | Unarmed Combat | 9 | Reach 0 | 8 (batt) | — | (Str-1)M Stun + 7S Stun | 0.5 kg | 5/2 days | 950¥ | 2 | 5-B | shock; recharge 8 uses/hour |
spear | Pole Arms/Staffs | 2 | Reach 2 | — | — | (Str+4)L | 2 kg | 4/2 days | 200¥ | 2 | 4-C | — |
spiked mace | Clubs | 3 | Reach 1 | — | — | (Str+1)M | 2 kg | 5/2 days | 150¥ | 2 | 4-C | — |
staff | Pole Arms/Staffs | 2 | Reach 2 | — | — | (Str+2)M Stun | 2 kg | 3/1 day | 50¥ | 1 | 8-C | — |
stun baton | Clubs | 4 | Reach 1 | — | — | 6S Stun | 1 kg | 3/36 hrs | 750¥ | 1 | 5-C | — |
survival knife | Edged Weapons | 6 | Reach 0 | — | — | (Str+2)L | 0.75 kg | 3/6 hrs | 450¥ | 1 | 6-A | compass; micro-lighter; night-glow stick; trauma patch |
sword | Edged Weapons | 4 | Reach 1 | — | — | (Str+2)M | 1 kg | 3/1 day | 500¥ | 1 | 4-B | — |
telescoping staff | Pole Arms/Staffs | 5/2 | Reach 2 | — | — | (Str+2)M Stun | 3 kg | 4/2 days | 100¥ | 1 | 8-C | — |
three-section staff | Whips | 4 | Reach 2 | — | — | (Str+2)M Stun | 2 kg | 5/3 days | 200¥ | 2 | 8-C | — |
tomahawk | Edged Weapons | 6 | Reach 1 | — | — | (Str)M | 0.5 kg | 4/2 days | 200¥ | 1 | 5-A | — |
Vashon Island Sleeping Tiger Line Hardliner Gloves | Unarmed Combat | 9 | Reach 0 | — | — | (Str+1)M Stun | 0.5 kg | 2/1 day | 300¥ | 0.75 | 8-C | fine clothing |
vibro knife | Edged Weapons | 7 | Reach 0 | — | — | (Str)M | 1 kg | 5/3 days | 1,000¥ | 2 | 6-A | 2 hour battery life; 1 hour recharge time |
vibro sword | Edged Weapons | 3 | Reach 1 | — | — | (Str)S | 2 kg | 5/3 days | 2,000¥ | 2 | 3-B | 2 hour battery life; 1 hour recharge time |
whip | Whips | 5 | Reach 2 | — | — | (Str)L | 1 kg | 4/2 days | 300¥ | 2 | 10-C | Impact Armor doubled vs. whip; entangle |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
baseball bat | Clubs | — | Reach 1 | — | — | (Str+1)M Stun | — | — | — | — | Legal | — |
bottle | Clubs | — | Reach 0 | — | — | (Str)L | — | — | — | — | Legal | may become broken bottle on hit |
broken bottle | Edged Weapons | — | Reach 0 | — | — | (Str)L | — | — | — | — | Legal | — |
chain | Whips | — | Reach 1 | — | — | (Str+2)M Stun | — | — | — | — | Legal | — |
chainsaw | Chainsaw | — | Reach 1 | — | — | (Str+2)S | — | — | — | — | Legal | — |
chair | Clubs | — | Reach 1 | — | — | (Str+2)M Stun | — | — | — | — | Legal | — |
fork or utensil | Edged Weapons | — | Reach 0 | — | — | (Str-1)L | — | — | — | — | Legal | — |
frying pan | Clubs | — | Reach 0 | — | — | (Str-1)M Stun | — | — | — | — | Legal | — |
metahuman body | Unarmed Combat | — | Reach 1 | — | — | (Body+2)M Stun | — | — | — | — | Legal | minimum Str weapon's Body; weapon and target both take damage based on the other's Body |
pistolwhip | Clubs | — | Reach 0 | — | — | (Str+1)M Stun | — | — | — | — | as pistol- | — |
pool cue | Clubs | — | Reach 1 | — | — | (Str+2)L Stun | — | — | — | — | Legal | — |
potted plant | Clubs | — | Reach 0 | — | — | (Str+1)M Stun | — | — | — | — | Legal | — |
rifle butt | Clubs | — | Reach 1 | — | — | (Str+2)M Stun | — | — | — | — | as rifle- | — |
steel pipe | Clubs | — | Reach 1 | — | — | (Str+2)M Stun | — | — | — | — | Legal | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
bow | Projectile Weapons | 2 | (Str)×1/(Str)×10/(Str)×30/(Str)×60 | — | — | (Str min+2)M | 1 kg | 3/36 hrs | 100 × Str min¥ | 1 | 5-D | Str minimum 1+ |
heavy crossbow | Projectile Weapons | — | (Str)×5/(Str)×15/(Str)×40/(Str)×60 | — | — | 6S | 4 kg | 6/36 hrs | 750¥ | 1 | 5-D | Str minimum 5 |
light crossbow | Projectile Weapons | 2 | (Str)×2/(Str)×8/(Str)×20/(Str)×40 | — | — | 6L | 2 kg | 4/36 hrs | 300¥ | 1 | 6-D | Str minimum 3 |
medium crossbow | Projectile Weapons | 2 | (Str)×3/(Str)×12/(Str)×30/(Str)×50 | — | — | 6M | 3 kg | 5/36 hrs | 500¥ | 1 | 6-D | Str minimum 4 |
pistol crossbow | Projectile Weapons | 5 | 0/0/0/0 | — | — | 4L | 1 kg | 3/36 hrs | 200¥ | 1 | 8P-D | — |
Ranger-X Bow | Projectile Weapons | 2 | (Str)×1/(Str)×10/(Str)×30/(Str)×60 | — | — | (Str min+4)M | 1.5 kg | 5/36 hrs | 120 × Str min¥ | 2 | 5P-D | Str minimum 2+ |
repeater crossbow | Projectile Weapons | 2 | (Str)×3/(Str)×12/(Str)×30/(Str)×50 | 5 (m) | — | 6M | 4 kg | 8/2 days | 800¥ | 2 | 5P-D | Str minimum 4 |
sling launcher | Projectile Weapons | — | (Str)×3/(Str)×5/(Str)×20/(Str)×30 | — | — | per object | 7 kg | 1/14 hrs | 40¥ | 1 | 5-D | Str minimum 5 |
slingshot | Projectile Weapons | 8 | (Str)×1/(Str)×2/(Str)×5/(Str)×7 | — | — | (Str min+2)L Stun | 0.5 kg | 2/12 hrs | 5 × Str min¥ | 1 | 8-D | Str minimum 1+ |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
caltrop | Throwing Weapons | 8 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | (Body)L | 0.5 kg | 3/36 hrs | 5¥ | 1 | 8-A | Quickness Test TN number of caltrops, +4 if unaware, to avoid scattered caltrops; successes on Throwing Weapons Test may be used to stage damage, or to increase TN +1/2 successes; damage is based on target's Body, armor does not apply; (Str-1)L damage when thrown directly |
net | Throwing Weapons | 2 | 2/4/6/10 | — | — | — | 4 kg | 5/2 days | 500¥ | 2 | Legal | if net Throwing Weapons Test successes equal half target's Quickness, target is trapped in net; escaping net is Complex Action Open Test using Strength or Quickness against net Throwing Weapons successes; each full Combat Turn or friend that aids escape reduces TN by 1; Barrier Rating 6 |
shuriken | Throwing Weapons | 8 | (Str)×1/(Str)×2/(Str)×5/(Str)×7 | — | — | (Str)L | 0.25 kg | 2/1 day | 30¥ | 2 | 6-D | — |
throwing knife | Throwing Weapons | 9 | (Str)×1/(Str)×2/(Str)×3/(Str)×5 | — | — | (Str)L | 0.25 kg | 2/1 day | 20¥ | 1 | 8-D | — |
thrown harpoon | Throwing Weapons | 2 | (Str)×1/(Str)×2/(Str)×3/(Str)×5 | — | — | (Str+2)M | 4 kg | 4/2 days | 500¥ | 2 | 4-C | — |
thrown javelin | Throwing Weapons | 3 | (Str)×3/(Str)×5/(Str)×20/(Str)×30 | — | — | (Str+2)L | 2 kg | 4/2 days | 100¥ | 2 | 6-C | — |
thrown spear | Throwing Weapons | 2 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | (Str+4)L | 2 kg | 4/2 days | 200¥ | 2 | 4-C | — |
thrown tomahawk | Throwing Weapons | 6 | (Str)×1/(Str)×2/(Str)×3/(Str)×5 | — | — | (Str)M | 0.5 kg | 4/2 days | 200¥ | 1 | 5-A | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
aerosol and lighter | Spray Weapons | — | 2m | — | — | 4L | — | — | — | — | Legal | fire |
baseball | Throwing Weapons | — | (Str)×3/(Str)×5/(Str)×20/(Str)×30 | — | — | (Str)L Stun | — | — | — | — | Legal | — |
bowling ball | Throwing Weapons | — | (Str)×0/(Str)×0/(Str)×1/(Str)×1 | — | — | (Str)M Stun | — | — | — | — | Legal | — |
brick | Throwing Weapons | — | (Str)×0/(Str)×1/(Str)×1/(Str)×2 | — | — | (Str-2)L Stun | — | — | — | — | Legal | — |
thrown combat axe | Throwing Weapons | 2 | (Str)×0/(Str)×0/(Str)×1/(Str)×1 | — | — | (Str)S | 2 kg | 3/1 day | 750¥ | 2 | 3-B | — |
cue ball | Throwing Weapons | — | (Str)×3/(Str)×5/(Str)×20/(Str)×30 | — | — | (Str)L Stun | — | — | — | — | Legal | — |
grapple gun | Projectile Weapons | — | (Str)×5/(Str)×15/(Str)×40/(Str)×60 | — | — | 5M Stun | 2.25 kg | 4/36 hrs | 450¥ | 2 | 4P-U | line holds 1,000kg |
metahuman body | Throwing Weapons | — | ((Str-Body)÷2)m | — | — | (Body+2)L Stun | — | — | — | — | Legal | Strength minimum missile's Body; target and weapon both take damage based on the other's Body; two-handed |
Molotov cocktail | Throwing Weapons | — | (Str)×1/(Str)×2/(Str)×5/(Str)×7 | — | — | 6M | — | — | — | — | 3-J | fire |
nail gun | Pistol | — | 2/7/15/25 | — | — | 8M | — | — | — | — | Legal | Impact Armor applies |
rock | Throwing Weapons | — | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | (Str+1)L Stun | — | — | — | — | Legal | — |
thrown sword | Throwing Weapons | 4 | (Str)×0/(Str)×0/(Str)×0/(Str)×1 | — | — | (Str+2)M | 1 kg | 3/1 day | 500¥ | 1 | 4-B | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Cavalier Scout | Pistols | 9 | 5/15/30/50 | 7 (c) | SA | 4L | 0.25 kg | 10/3 days | 600¥ | 2 | 10P-E | — |
Morrissey Élan | Pistols | 8 | 5/15/30/50 | 5 (c) | SA | 5L | 0.5 kg | 8/7 days | 500¥ | 2 | 10P-E | cannot fire flechette |
Raecor Sting | Pistols | 9 | 5/15/30/50 | 5 (c) | SS | 4M(f) | 0.25 kg | 10/7 days | 375¥ | 2 | 10P-E | fires only flechette |
Streetline Special | Pistols | 8 | 5/15/30/50 | 6 (c) | SS | 4L | 0.5 kg | 2/12 hrs | 100¥ | 0.75 | 10P-E | — |
Tiffani Needler | Pistols | 8 | 5/15/30/50 | 4 (c) | SA | 5M(f) | 0.5 kg | 7/2 days | 650¥ | 2 | 10P-E | fires only flechette |
Tiffani Self-Defender | Pistols | 8 | 5/15/30/50 | 4 (c) | SS | 4L | 0.5 kg | 2/12 hrs | 450¥ | 0.75 | 10P-E | — |
Walther Palm Pistol | Pistols | 9 | 5/15/30/50 | 2 (b) | SS | 4L | 0.25 kg | 3/12 hrs | 200¥ | 0.75 | 10P-E | can fire both rounds in a single action as a short burst |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Light Fire 70 | Pistols | 5 | 5/15/30/50 | 16 (c) | SA | 6L | 0.5 kg | 3/12 hrs | 475¥ | 0.8 | 8P-E | — |
Ares SuperSquirt II | Pistols | 7 | 5/15/30/50 | 50/20/20 (c) | SA | by chemical | 2 kg | 9/14 days | 800¥ | 1.5 | 6P-E | delivers chemicals to target using DMSO as the vector; intrinsically silenced and recoilless; cannot take top, barrel, or underbarrel accessories; DMSO and chemical clips hold 20 rounds each; CO2 canister good for 50 shots, rechargable for 50¥ |
Beretta Model 101T | Pistols | 5 | 5/15/30/50 | 12 (c) | SA | 6L | 1 kg | 3/12 hrs | 350¥ | 0.8 | 8P-E | — |
Beretta 200ST | Pistols | 4 | 5/15/30/50 | 26 (c) | SA/BF* | 6L | 2 kg | 5/1 day | 750¥ | 1.5 | 6-G | Complex Action burst fire; detachable stock (+1 RC) |
Ceska vz/120 | Pistols | 7 | 5/15/30/50 | 18 (c) | SA | 6L | 1 kg | 3/12 hrs | 500¥ | 0.8 | 8P-E | — |
Colt American L36 | Pistols | 6 | 5/15/30/50 | 11 (c) | SA | 6L | 1 kg | 3/12 hrs | 350¥ | 0.8 | 8P-E | — |
Colt Asp | Pistols | 5 | 5/15/30/50 | 6 (cy) | SA | 6L | 1 kg | 3/12 hrs | 200¥ | 0.5 | 8P-E | cannot mount silencers |
dart pistol | Pistols | 7 | 5/15/30/50 | 5 (c) | SA | by chemical | 1.5 kg | 6/2 days | 600¥ | 2 | Legal | darts act as chemical injection delivery vector |
Fichetti Executive Action | Pistols | 6 | 5/15/30/50 | 24 (c) | SA/BF | 6L | 1.5 kg | 14/7 days | 1,150¥ | 3 | 6-G | — |
Fichetti Security 500 | Pistols | 7 | 5/15/30/50 | 12 (c) | SA | 6L | 1 kg | 3/12 hrs | 400¥ | 0.8 | 8P-E | — |
Fichetti Security 500a | Pistols | 6 | 5/15/30/50 | 25 (c) | SA | 6L | 1.25 kg | 3/12 hrs | 550¥ | 0.8 | 8P-E | detachable stock (+1 RC) |
Hämmerli Model 610S | Pistols | 4 | 5/20/40/60 | 6 (c) | SA | 6L | 2.5 kg | 8/1 day | 1,300¥ | 2.5 | 6P-E | barrel-mounted gas vent (1 RC); uses Heavy Pistol ranges |
SA Puzzler | Pistols | 6 | 5/15/30/50 | 12 (c) | SA | 6L | 0.75 kg | 9/7 days | 900¥ | 2 | 8P-E | breaks down into components that require Perception (10) or Pistols B/R (6) Test to identify; Pistols B/R (4) Test to (dis)assemble, base time 10 Combat Turns |
Seco LD-120 | Pistols | 5 | 5/15/30/50 | 12 (c) | SA | 6L | 1 kg | 3/12 hrs | 400¥ | 0.8 | 8P-E | top-mounted laser sight |
Taurus Multi-6 | Pistols | 6 | 5/15/30/50 | 6 (cy) | SA/SS | 6L/7M | 1 kg | 5/1 day | 500¥ | 0.75 | 8P-E | can fire either light pistol (6L) rounds semi-auto or heavy pistol (7M) rounds single-shot, uses heavy pistol ranges (5/20/40/60) with heavy pistol ammo; cannot mount silencers |
Walther PB-120 | Pistols | 8 (6) | 5/15/30/50 | 10 (15) (c) | SA | 6L | 0.75 kg | 6/36 hrs | 700¥ | 2 | 8P-E | extended clip grants +5 shots, -2 Concealability |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Crusader | Pistols | 6 | 5/15/30/50 | 40 (c) | SA/BF | 6L | 3.25 kg | 5/36 hrs | 950¥ | 2 | 5-G | barrel-mounted gas vent II (RC 2) |
Ceska Black Scorpion | Pistols | 5 | 5/15/30/50 | 35 (c) | SA/BF | 6L | 3 kg | 5/36 hrs | 850¥ | 2 | 5-G | folding stock (+1 RC) |
Steyr TMP | Pistols | 6 | 5/15/30/50 | 30 (c) | SA/BF/FA | 6L | 2 kg | 8/2 days | 900¥ | 2 | 5-G | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Predator | Pistols | 5 | 5/20/40/60 | 15 (c) | SA | 9M | 2.25 kg | 3/1 day | 450¥ | 0.5 | 6P-E | — |
Ares Predator II | Pistols | 4 | 5/20/40/60 | 15 (c) | SA | 9M | 2.5 kg | 4/1 day | 550¥ | 0.5 | 6P-E | internal Smartgun system |
Ares Predator III | Pistols | 4 | 5/20/40/60 | 15 (c) | SA | 9M | 2.25 kg | 5/1 day | 650¥ | 1 | 6P-E | internal Smartgun-2 system |
Ares Viper Slivergun | Pistols | 6 | 5/20/40/60 | 30 (c) | SA/BF | 9S(f) | 2 kg | 3/2 days | 600¥ | 1 | 6P-E | integral silencer; fires only flechette |
Browning Max-Power | Pistols | 6 | 5/20/40/60 | 10 (c) | SA | 9M | 2 kg | 3/1 day | 450¥ | 1 | 6P-E | — |
Browning Ultra-Power | Pistols | 6 | 5/20/40/60 | 10 (c) | SA | 9M | 2.25 kg | 4/1 day | 525¥ | 1.5 | 6P-E | top-mounted laser sight |
Cavalier Deputy | Pistols | 4 | 5/20/40/60 | 7 (cy) | SA | 9M | 2.25 kg | 3/1 day | 300¥ | 0.5 | 6P-E | cannot mount silencers |
Colt Manhunter | Pistols | 5 | 5/20/40/60 | 16 (c) | SA | 9M | 2.5 kg | 4/1 day | 425¥ | 1 | 6P-E | barrel-mounted laser sight |
Elchiro Hatamoto II | Pistols | 6 | 5/20/40/60 | 1 (m) | SS | 8S | 2.5 kg | 12/7 days | 1,200¥ | 2 | 5P-E | shotgun |
FN 5-7C | Pistols | 5 | 5/20/40/60 | 20 (c) | SA/BF | 6L | 2.5 kg | 9/2 days | 700¥ | 2 | 6P-E | RC 1; uses light pistol ammo |
Morrissey Alta | Pistols | 6 | 5/20/40/60 | 12 (c) | SA | 9M | 1 kg | 8/2 days | 1,200¥ | 2 | 6P-E | underbarrel laser sight |
Morrissey Elite | Pistols | 7 | 5/15/30/50 | 5 (c) | SA | 9M | 1 kg | 6/2 days | 550¥ | 0.5 | 6P-E | underbarrel laser sight; light pistol ranges |
Remington Roomsweeper | Pistols | 6 | 5/20/40/60 | 8 (m) | SA | 9S(f) | 2.5 kg | 3/1 day | 300¥ | 1 | 6P-E | shotgun |
Ruger Super Warhawk | Pistols | 4 | 5/20/40/60 | 6 (cy) | SS | 10M | 2.5 kg | 3/1 day | 300¥ | 1 | 6P-E | — |
Ruger Thunderbolt (laser sight) | Pistols | 4 | 5/20/40/60 | 12 (c) | BF | 12S | 2.75 kg | 14/12 hrs | 1,250¥ | 6 | 2P-E | fires two-round burst (already figured into damage code), with no recoil penalty on first burst, but +4 on second; underbarrel laser sight |
Ruger Thunderbolt (Smartgun) | Pistols | 4 | 5/20/40/60 | 12 (c) | BF | 12S | 2.75 kg | 14/12 days | 1,400¥ | 6 | 2P-E | fires two-round burst (already figured into damage code), with no recoil penalty on first burst, but +4 on second; internal Smartgun system |
Savalette Guardian | Pistols | 5 | 5/20/40/60 | 12 (c) | SA/BF* | 9M | 3.25 kg | 6/36 hrs | 900¥ | 2.5 | 6P-E | Complex Action burst fire; RC 1; internal Smartgun system |
WW Infiltrator | Pistols | 5 | 5/20/40/60 | 15 (c) | SA | 9M | 2 kg | 9/7 days | 1,200¥ | 2 | 6P-E | breaks down into components that require Perception (10) or Pistols B/R (6) Test to identify; Pistols B/R (4) Test to (dis)assemble, base time 10 Combat Turns |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Defiance Super Shock | Pistols | 4 | 5/10/12/15 | 4 (m) | SA | 10S Stun | 2 kg | 5/1 day | 1,000¥ | 1 | 6P-E | top-mounted low-light imaging scope; shock |
Yamaha Pulsar | Pistols | 5 | 5/10/12/15 | 4 (m) | SA | 8D Stun | 2 kg | 12/7 days | 1,350¥ | 2 | 6P-E | shock |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
AK-97 SMG/Carbine | Submachine Guns | 4 | 10/40/80/150 | 30 (c) | SA/BF/FA | 6M | 4 kg | 5/3 days | 800¥ | 1 | 4-G | folding stock (+1 RC) |
Beretta Model 70 | Submachine Guns | 3 | 10/40/80/150 | 35 (c) | BF/FA | 6M | 3.75 kg | 5/3 days | 900¥ | 1 | 4-G | top-mounted laser sight; barrel-mounted suppressor |
Colt Cobra TZ-110 | Submachine Guns | 4 | 10/40/80/150 | 32 (c) | SA/BF/FA | 6M | 3 kg | 6/36 hrs | 800¥ | 2 | 4-G | barrel-mounted gas vent II (RC 2); folding stock (+1 RC) |
Colt Cobra TZ-115 | Submachine Guns | 4 | 10/40/80/150 | 32 (c) | SA/BF/FA | 6M | 3 kg | 6/36 hrs | 750¥ | 2 | 4-G | top-mounted laser sight |
Colt Cobra TZ-118 | Submachine Guns | 5 | 10/40/80/150 | 32 (c) | SA/BF/FA | 6M | 3 kg | 6/36 hrs | 850¥ | 2 | 4-G | internal Smartgun system |
Colt M24A3 Water Carbine | Submachine Guns | 5 | 10/40/80/150 | 30 (c) | SA/BF | 6M | 3.5 kg | 5/2 days | 1,000¥ | 2.5 | 4-G | fires underwater without penalty |
HK227 | Submachine Guns | 4 | 10/40/80/150 | 28 (c) | SA/BF/FA | 7M | 4 kg | 4/1 day | 1,500¥ | 0.75 | 4-G | underbarrel laser sight; gas vent II (RC 2); folding stock (+1 RC) |
HK227-S | Submachine Guns | 5 | 10/40/80/150 | 28 (c) | SA/BF | 7M | 4 kg | 10/7 days | 1,200¥ | 2 | 3-G | underbarrel laser sight; sound suppressor; folding stock (+1 RC) |
HK MP-5 TX | Submachine Guns | 5 | 10/40/80/150 | 20 (c) | SA/BF/FA | 6M | 3.25 kg | 5/36 hrs | 850¥ | 1 | 4-G | barrel-mounted gas vent II (RC 2); underbarrel laser sight |
Ingram Smartgun | Submachine Guns | 5 | 10/40/80/150 | 32 (c) | BF/FA | 7M | 3 kg | 4/1 day | 950¥ | 1 | 4-G | internal Smartgun system; gas vent II (RC 2); folding stock (+1 RC) |
Ingram SuperMach 100 (standard clip) | Submachine Guns | 5 | 10/40/80/150 | 40 (c) | SA/BF/FA | 6L | 3 kg | 9/2 days | 850¥ | 3 | 4-G | RC 3; double fire rate; cannot use barrel accessories |
Ingram SuperMach 100 (extended clip) | Submachine Guns | 4 | 10/40/80/150 | 60 (c) | SA/BF/FA | 6L | 3.25 kg | 9/2 days | 875¥ | 3 | 4-G | RC 3; double fire rate; cannot use barrel accessories |
Ingram Warrior-10 | Submachine Guns | 4 | 10/40/80/150 | 30 (c) | SA/BF | 7M | 3 kg | 3/1 day | 650¥ | 0.9 | 4-G | — |
Sandler TMP | Submachine Guns | 4 | 10/40/80/150 | 20 (c) | BF/FA | 6M | 3.25 kg | 5/36 hrs | 500¥ | 1 | 4-G | folding stock (+1 RC); top-mounted laser sight |
SCK Model 100 | Submachine Guns | 4 | 10/40/80/150 | 30 (c) | SA/BF | 7M | 4.5 kg | 5/36 hrs | 1,000¥ | 1 | 4-G | — |
Uzi III | Submachine Guns | 5 | 10/40/80/150 | 24 (c) | BF | 6M | 2 kg | 4/1 day | 600¥ | 0.75 | 4-G | top-mounted laser sight; folding stock (+1 RC) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Cascade Rifle | Rifles | 4 | 10/40/80/150 | 100/20 (c) | SA | by chemical | 5.5 kg | 12/14 days | 1,800¥ | 2 | 6P-F | delivers chemicals to target using DMSO as the vector; intrinsically silenced and recoilless; fires in stream mode, with SMG ranges, or spray mode, as shotgun with fixed choke 2; DMSO clips hold 100 shots, chemical clips hold 20 doses; cannot use barrel-mounted accessories |
dart rifle | Rifles | 4 | 10/20/50/100 | 10 (c) | SA | by chemical | 3.25 kg | 8/2 days | 1,700¥ | 2 | Legal | darts act as chemical injection delivery vector |
Remington 750 | Rifles | 3 | 100/250/500/750 | 5 (m) | SA | 7S | 3 kg | 3/1 day | 600¥ | 1 | 5P-F | top-mounted imaging scope (Magnification 1) |
Remington 950 | Rifles | 2 | 100/250/500/750 | 5 (m) | SA | 9S | 4 kg | 3/1 day | 800¥ | 1 | 5P-F | top-mounted imaging scope (Magnification 1) |
Ruger 100 | Rifles | 2 | 100/250/500/750 | 5 (m) | SA | 7S | 3.75 kg | 3/1 day | 1,300¥ | 1 | 5P-F | top-mounted imaging scope (Magnification 3) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Barrett Model 121 | Rifles | — | 150/300/700/1000 | 14 (c) | SA | 14D | 10 kg | 14/30 days | 4,800¥ | 5 | 2-J | barrel-mounted silencer; internal Smartgun system; 2 recoil per shot; folding bipod (+2 RC); uses custom APDS ammo |
Ranger Arms SM-3 | Rifles | — | 150/300/700/1000 | 6 (m) | SA | 14S | 4 kg | 12/7 days | 4,000¥ | 4 | 2-K | gas vent II (RC 2); silencer; top mounted imaging scope (Magnification 2, thermographic or low light); (dis)assembles in 3 Complex Actions; fragile |
Walther MA-2100 | Rifles | — | 150/300/700/1000 | 10 (m) | SA | 14S | 4.5 kg | 12/7 days | 6,500¥ | 4 | 2-J | internal Smartgun system |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
AK-97 | Assault Rifles | 3 | 50/150/350/550 | 38 (c) | SA/BF/FA | 8M | 4.5 kg | 3/36 hrs | 700¥ | 2 | 2-G | — |
AK-98 | Assault Rifles | 2 | 50/150/350/550 | 38 (c) | SA/BF/FA | 8M | 6 kg | 8/4 days | 2,500¥ | 4 | 1-G | underbarrel grenade launcher |
AK-98 grenade launcher | Launch Weapons/Assault Rifles | — | 5–50/100/150/300 | 6 (m) | SS | by grenade | — | — | — | — | 1-K | — |
Ares Alpha | Assault Rifles | 2 | 50/150/350/550 | 42 (c) | SA/BF/FA | 8M | 5.25 kg | 8/2 days | 2,000¥ | 4 | 1-G | RC 2; internal Smartlink-2 system; underbarrel grenade launcher |
Ares Alpha grenade launcher | Launch Weapons/Assault Rifles | — | 5–50/100/150/300 | 8 (m) | SS | as grenade | — | — | — | — | 1-K | — |
Ares ELD-AR Assault Rifle | Assault Rifles | 4 | 50/150/350/550 | 50 (c) | SA/BF | 4L Stun + chemical | 4.5 kg | 9/7 days | 950¥ | 2 | Legal | fires gel rounds that act as chemical delivery system; intrinsically suppressed and recoilless; cannot use barrel-mounted accessories; compressed air canister good for 50 shots, refillable for 50¥ |
Ares HVAR | Assault Rifles | 2 | 50/150/350/550 | 50 (c) | SA/BF/FA | 6M | 5 kg | 14/7 days | 3,200¥ | 4 | 2-G | RC 3; internal Smartlink-2 system; double fire rate; cannot use barrel-mounted accessories |
Colt M22A2 | Assault Rifles | 3 | 50/150/350/550 | 40 (c) | SA/BF/FA | 8M | 4.75 kg | 4/3 days | 1,600¥ | 2 | 2-G | barrel-mounted gas vent I (RC 1); top-mounted imaging scope (Magnification 2); underbarrel grenade launcher |
Colt M22A2 grenade launcher | Launch Weapons/Assault Rifles | — | 5–50/100/150/300 | 6 (m) | SS | as grenade | — | — | — | — | 1-K | — |
Colt M23 | Assault Rifles | 3 | 50/150/350/550 | 40 (c) | SA/BF/FA | 8M | 4.5 kg | 6/36 hrs | 950¥ | 2 | 2-G | — |
FN HAR | Assault Rifles | 2 | 50/150/350/550 | 35 (c) | SA/BF/FA | 8M | 4.5 kg | 4/2 days | 1,200¥ | 2 | 2-G | folding stock; top-mounted laser sight; gas vent II (RC 2) |
HK G12A3z | Assault Rifles | 2 | 50/150/350/550 | 32 (c) | SA/BF/FA | 8M | 5.25 kg | 8/4 days | 2,200¥ | 3 | 2-G | barrel-mounted gas vent II (RC 2); top-mounted laser sight; telescoping stock |
HK G38 | — | 0/0/0/0 | 30 (c) | — | — | 12/7 days | 4,000¥ | 3 | - | reconfigurable; barrel-mounted gas vent II (RC 2); top-mounted laser sight; low-light optical magnification 2 scope; Assault Rifles B/R (4) test with base time 12 Combat Turns to assemble, disassemble, or convert to assault rifle, carbine, or LMG | ||
HK G38 (assault rifle) | Assault Rifles | 2 | 50/150/350/550 | 30 (c) | SA/BF/FA | 8M | 3.25 kg | — | — | — | 2-G | reconfigurable; barrel-mounted gas vent II (RC 2); top-mounted laser sight; low-light optical magnification 2 scope; Assault Rifles B/R (4) test with base time 12 Combat Turns to assemble, disassemble, or convert to assault rifle, carbine, or LMG |
HK G38 (carbine) | Rifles | 3 | 100/250/500/750 | 30 (c) | SA/BF | 7S | 3 kg | — | — | — | 3-F | reconfigurable; barrel-mounted gas vent II (RC 2); top-mounted laser sight; low-light optical magnification 2 scope; Assault Rifles B/R (4) test with base time 12 Combat Turns to assemble, disassemble, or convert to assault rifle, carbine, or LMG |
HK G38 (LMG) | Heavy Weapons | — | 75/200/400/800 | 30 (c) | BF/FA | 8M | 4 kg | — | — | 3 | 3-H | reconfigurable; barrel-mounted gas vent II (RC 2); top-mounted laser sight; low-light optical magnification 2 scope; Assault Rifles B/R (4) test with base time 12 Combat Turns to assemble, disassemble, or convert to assault rifle, carbine, or LMG |
Semopal vz/88V | Assault Rifles | 2 | 50/150/350/550 | 35 (c) | SA/BF/FA | 8M | 5.5 kg | 5/36 hrs | 1,800¥ | 2 | 2-G | barrel-mounted gas vent II (RC 2); underbarrel laser sight; top-mounted imaging scope (Magnification 2); folding stock |
Steyr AUG-CSL | — | 0/0/0/0 | 40 (c) | — | — | 10/4 days | 4,500¥ | 3 | - | reconfigurable; barrel-mounted gas vent I (RC 1); top-mounted laser sight; Assault Rifles B/R (4) test with base time 10 Combat Turns to assemble or disassemble, 20 Combat Turns to convert to assault rifle, carbine, SMG, or LMG | ||
Steyr AUG-CSL (assault rifle) | Assault Rifles | 2 | 50/150/350/550 | 40 (c) | SA/BF/FA | 8M | 4 kg | — | — | — | 2-G | reconfigurable; barrel-mounted gas vent I (RC 1); top-mounted laser sight; Assault Rifles B/R (4) test with base time 10 Combat Turns to assemble or disassemble, 20 Combat Turns to convert to assault rifle, carbine, SMG, or LMG |
Steyr AUG-CSL (carbine) | Rifles | 3 | 100/250/500/750 | 40 (c) | SA/BF | 7S | 3.75 kg | — | — | — | 3-F | reconfigurable; barrel-mounted gas vent I (RC 1); top-mounted laser sight; Assault Rifles B/R (4) test with base time 10 Combat Turns to assemble or disassemble, 20 Combat Turns to convert to assault rifle, carbine, SMG, or LMG |
Steyr AUG-CSL (SMG) | Submachine Guns | 5 | 10/40/80/150 | 40 (c) | SA/BF | 6M | 3.5 kg | — | — | — | 3-G | reconfigurable; barrel-mounted gas vent I (RC 1); top-mounted laser sight; Assault Rifles B/R (4) test with base time 10 Combat Turns to assemble or disassemble, 20 Combat Turns to convert to assault rifle, carbine, SMG, or LMG |
Steyr AUG-CSL (LMG) | Heavy Weapons | — | 75/200/400/800 | 40 (c) | SA/BF/FA | 8M | 5.5 kg | — | — | — | 3-H | reconfigurable; barrel-mounted gas vent I (RC 1); top-mounted laser sight; Assault Rifles B/R (4) test with base time 10 Combat Turns to assemble or disassemble, 20 Combat Turns to convert to assault rifle, carbine, SMG, or LMG |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Defiance T-250 | Shotguns | 4 | 10/20/50/100 | 5 (m) | SA | 10S | 3 kg | 3/1 day | 500¥ | 1 | 5P-F | shotgun |
Defiance T-250 (short-barrel) | Shotguns | 6 | 5/20/40/60 | 5 (m) | SA | 9M | 3 kg | 3/1 day | 500¥ | 1 | 5P-F | shotgun |
Enfield AS-7 | Shotguns | 3 | 10/20/50/100 | 10 (c) | SA/BF | 8S | 4 kg | 8/8 days | 1,000¥ | 1 | 5P-F | shotgun; top-mounted laser sight |
Franchi SPAS-22 | Shotguns | 2 (4) | 10/20/50/100 | 10 (m) | SA/BF | 10S | 4 kg | 8/8 days | 1,000¥ | 2 | 5-F | shotgun; internal Smartgun-2 system; folding stock (+1 RC) |
Mossberg CMDT | Shotguns | 2 | 10/20/50/100 | 8 (c) | SA/BF | 9S | 4.25 kg | 8/8 days | 1,000¥ | 1 | 5-F | shotgun; top-mounted laser sight |
Mossberg SM-CMDT | Shotguns | 2 | 10/20/50/100 | 8 (c) | SA/BF | 9S | 4.5 kg | 12/8 days | 1,500¥ | 2 | 3-F | shotgun; internal Smartgun system |
Remington 990 | Shotguns | 2 | 10/20/50/100 | 8 (m) | SA | 8S/10D(f) | 4 kg | 3/2 days | 650¥ | 2 | 5P-F | shotgun |
Remington 990 (sawed-off) | Shotguns | 4 | 10/20/50/100 | 8 (m) | SA | 6S/8D(f) | 4 kg | 3/2 days | 650¥ | 2 | 5P-F | shotgun |
Street Sweeper | Shotguns | — | 5/10/12/15 | 1 (b) | SS | 10S(f) | 3 kg | 5/1 day | 200¥ | 2 | 3-F | shotgun; fires only shot rounds; 2 Simple Actions to load; uses taser ranges; cannot mount accessories |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares HV MP-LMG | Heavy Weapons | — | 75/200/400/800 | 80 (c) | SA/BF/FA | 6S | 8 kg | 20/14 days | 4,500¥ | 4 | 2-K | RC 3; internal Smartgun-2 system; double fire rate; cannot use barrel-mounted accessories |
Ares MP-LMG | Heavy Weapons | — | 75/200/400/800 | 50 (c) | BF/FA | 7S | 7.5 kg | 6/5 days | 2,200¥ | 2 | 2-H | barrel-mounted gas vent II (RC 2); hip-pad brace (+1 RC); underbarrel laser sight |
GE Vindicator Minigun | Heavy Weapons | — | 75/200/400/800 | 50 (c) | FA | 7S | 15 kg | 24/14 days | 2,500¥ | 2 | 1-K | fires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories |
Ingram Valiant | Heavy Weapons | — | 75/200/400/800 | 50 (c) | BF/FA | 7S | 9 kg | 6/5 days | 1,500¥ | 2 | 1-H | gas vent II (RC 2); recoil pad (+1 RC) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
FN MAG-5 MMG | Heavy Weapons | — | 80/250/750/1200 | 50 (box) | FA | 9S | 9.5 kg | 18/14 days | 3,200¥ | 3 | 2-H | barrel-mounted gas vent II (RC 2); folding tripod (+6 RC); top-mounted laser sight |
Ultimax MMG | Heavy Weapons | — | 80/250/750/1200 | 40 (c) | FA | 9S | 12 kg | 14/14 days | 2,500¥ | 2 | 2-H | fold-out tripod (+6 RC) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
RPK HMG | Heavy Weapons | — | 80/250/800/1500 | 40 (c) | FA | 10S | 15 kg | 18/18 days | 4,000¥ | 2 | 2-H | fold-out tripod (+6 RC) |
Stoner-Ares M107 | Heavy Weapons | — | 80/250/800/1500 | 40 (c) | FA | 10S | 12.5 kg | 18/14 days | 5,200¥ | 3 | 2-H | top-mounted laser sight; barrel-mounted gas vent III (RC 3); detachable underbarrel tripod (+6 RC) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Vigorous Assault Cannon | Heavy Weapons | — | 100/300/900/2400 | 20 (c) | SS | 18D | 20 kg | 16/14 days | 6,500¥ | 2 | 2-H | — |
Panther Assault Cannon | Heavy Weapons | — | 100/300/900/2400 | 22 (c) | SS | 18D | 18 kg | 16/14 days | 7,200¥ | 2 | 2-H | detachable underbarrel folding bipod (RC 2) or hip brace (RC 1) |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Antioch | Launch Weapons | 6 | 5–50/100/150/300 | 6 (m) | SS | by grenade | 2 kg | 8/4 days | 1,700¥ | 3 | 1-K | — |
ArmTech MGL-6 | Launch Weapons | 6 | 5–50/100/150/300 | 6 (c) | SA | as grenade | 2.5 kg | 6/36 hrs | 1,600¥ | 3 | 1-K | — |
ArmTech MGL-12 | Launch Weapons | 3 | 5–50/100/150/300 | 12 (c) | SA | as grenade | 5 kg | 6/36 hrs | 2,200¥ | 3 | 1-K | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
minigrenade, concussion | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 12M Stun | 0.1 kg | 7/4 days | 60¥ | 3 | 3-J | Blast -1/m |
minigrenade, defensive AP | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 10D(f) | 0.1 kg | 7/4 days | 60¥ | 3 | 3-J | Blast -1/0.5 m |
minigrenade, defensive HE | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 10S | 0.1 kg | 7/4 days | 60¥ | 3 | 3-J | Blast -1/0.5 m |
minigrenade, flare | Launch Weapons | 8 | 5–50/100/150/300 | — | — | — | 0.1 kg | 4/1 day | 80¥ | 2 | Legal | negates visibility modifiers for darkness in 30m radius for 10 minutes; +2 glare visibility modifier for anyone looking towards it (flare compensation negates) |
minigrenade, flash | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 5L | 0.1 kg | 6/2 days | 80¥ | 2 | 3-J | anyone looking towards flash suffers +6 (+4 with flare compensation) TN modifier, -1/5m from minigrenade, reduced by 2 at the end of each Combat Turn thereafter; Blast (explosion) -5/m |
minigrenade, gas (Neuro-Stun VII) | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 6S Stun | 0.1 kg | 10/4 days | 120¥ | 3 | 3-J | affects 10m radius for 2 Combat Turns; 1 Combat Turn onset; +2 TN to all tests for 1 hour even when resisted |
minigrenade, incendiary | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 8M | 0.1 kg | 6/4 days | 100¥ | 3 | 3-J | flammable objects in 10m radius of minigrenade may catch on fire; negates visibility modifiers for darkness in 30m radius for 10 Combat Turns; +2 glare visibility modifier for anyone looking towards it (flare compensation negates); fire; Burn Power -8/m |
minigrenade, ink | Launch Weapons | 8 | 5–50/100/150/300 | — | — | — | 0.1 kg | 6/4 days | 80¥ | 3 | Legal | underwater, produce a 5m radius ink cloud that inflicts a +4 visibility penalty |
minigrenade, IPE concussion | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 16M Stun | 0.1 kg | 10/7 days | 140¥ | 3 | 3-J | Blast -1/m |
minigrenade, IPE defensive AP | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 15D(f) | 0.1 kg | 10/7 days | 120¥ | 3 | 3-J | Blast -1/0.5m |
minigrenade, IPE defensive HE | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 15S | 0.1 kg | 10/7 days | 120¥ | 3 | 3-J | Blast -1/0.5m |
minigrenade, IPE offensive AP | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 15D(f) | 0.1 kg | 10/7 days | 120¥ | 3 | 3-J | Blast -1/m |
minigrenade, IPE offensive HE | Launch Weapons | 6 | 5–50/100/150/300 | — | — | 15S | 0.1 kg | 10/7 days | 120¥ | 3 | 3-J | Blast -1/m |
minigrenade, IR smoke | Launch Weapons | 8 | 5–50/100/150/300 | — | — | — | 0.1 kg | 6/2 days | 80¥ | 3 | 5-J | IR smoke fills 10m radius for 2 Combat Turns |
minigrenade, offensive AP | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 10D(f) | 0.1 kg | 7/4 days | 60¥ | 3 | 3-J | Blast -1/m |
minigrenade, offensive HE | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 10S | 0.1 kg | 7/4 days | 60¥ | 3 | 3-J | Blast -1/m |
minigrenade, smoke | Launch Weapons | 8 | 5–50/100/150/300 | — | — | — | 0.1 kg | 5/1 day | 60¥ | 3 | 5-J | smoke fills 10m radius for 2 Combat Turns |
minigrenade, superflash | Launch Weapons | 7 | 5–50/100/150/300 | — | — | 12M Stun/5L | 0.1 kg | 12/14 days | 160¥ | 4 | 2-J | Flash Power -1/m; Blast Power -5/m; armor does not apply to flash, but flare compensation provides -2 Power; each box of damage from flash adds additional +1 TN to all tests involving vision; Stun damage and associated +1 penalty fade at 1/min; flash reflects from surfaces |
minigrenade, white phosphorus | Launch Weapons | 8 | 5–50/100/150/300 | — | — | 14M | 0.1 kg | 8/5 days | 240¥ | 4 | 3-J | Blast -1/m; fire; anything caught in initial blast takes 10L fire damage for next 15 Combat Turns |
Z-IC Splash Grenade | Launch Weapons | 7 | 5–50/100/150/300 | — | — | as chemical | 0.1 kg | 10/4 days | 100¥ | 3 | 3-J | spreads chemical over 5m radius; price does not include contents, 10 doses of chemical |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Aztechnology Lasher | Launch Weapons | 4/— | 20–150/450/1200/3000 | 1 (b) | SS | by missile | 3 kg | 12/14 days | 4,000¥ | 3 | 1-K | low-light imaging scope (Rating 2); 10 Combat Turns to (dis)assemble |
IWS Multi-Launcher | Launch Weapons | — | 20–150/450/1200/3000 | 4 (b) | SS | by missile | 8 kg | 12/14 days | 8,000¥ | 2 | 1-K | — |
Spike Disposable Launcher | Launch Weapons | — | 20–150/450/1200/3000 | 1 (b) | SS | by missile | 1 kg | 10/7 days | 800¥ | 2 | 1-K | single use |
Arbelast II MAW | Launch Weapons | — | 20–150/450/1200/3000 | 1 (b) | SS | 15D (HE) | 2.75 kg | 8/2 days | 1,200¥ | 2 | 1-K | Blast -1/0.5m; Scatter 2d6+2 |
Arbelast II MAW rocket | — | 20–150/450/1200/3000 | — | — | 15D (HE) | 2.5 kg | 8/2 days | 900¥ | 2 | 1-J | Blast -1/0.5m; Scatter 2d6+2 | |
Saeder-Krupp Ballista Missile Launcher | Launch Weapons | — | 20–100/500/3000/5000 | 4 (m) | SS | 14D (AV) | 6.5 kg | 18/30 days | 10,500¥ | 4 | 1-K | Blast -7/m; Scatter 2d6 |
Saeder-Krupp Ballista MK I rocket | — | 20–100/500/3000/5000 | — | — | 14D (AV) | 2.75 kg | 12/21 days | 1,000¥ | 4 | 1-J | Blast -7/m; Scatter 2d6 | |
Saeder-Krupp Ballista MK II missile | — | 20–100/500/3000/5000 | — | — | 14D (AV) | 2.75 kg | 14/28 days | 2,000¥ | 4 | 1-J | Intelligence 6; Blast -7/m; Scatter 2d6 | |
Saeder-Krupp Ballista MK III missile | — | 20–100/500/3000/5000 | — | — | 14D (AV) | 2.75 kg | 18/28 days | 2,500¥ | 4 | 1-J | Intelligence 5; Blast -7/m; Scatter 2d6 | |
Great Dragon ATGM | Launch Weapons | — | 20–350/750/1500/5000 | 1 (b) | SS | 20D (AV) | 2.75 kg | 8/2 days | 1,200¥ | 2 | 1-K | Blast -5/m; Scatter 2d6; optical imaging scope (Rating 2) |
Great Dragon ATGM missile | — | 20–350/750/1500/5000 | — | — | 20D (AV) | 3 kg | 8/2 days | 1,000¥ | 2 | 1-J | Intelligence 4; Blast -5/m; Scatter 2d6 | |
M79B1 LAW | Launch Weapons | 4/— | 20–150/450/1200/3000 | 1 (b) | SS | 12D (HE) | 2.5 kg | 6/36 hrs | 700¥ | 2 | 1-K | Blast -1/0.5 m; Scatter 2d6+2; single use |
M79B1 LAW rocket | — | 20–150/450/1200/3000 | — | — | 12D (HE) | 2.5 kg | 6/36 hrs | 750¥ | 2 | 1-J | Blast -1/0.5m; Scatter 2d6+2 | |
Vogeljäger Man-Portable Missile Launcher | Launch Weapons | — | 25–200/600/2000/4000 | 1 (b) | SS | 14D (AV)/(8D (AV) on ground) | 8 kg | 18/28 days | 12,500¥ | 4 | 1-K | Blast -2/m (-2/0.5 m on ground); Scatter 2d6; Sensors 2; +4 TN on Sensor and Attack Tests vs. ground targets; wrist display; datajack port |
Vogeljäger missile | — | 25–200/600/2000/4000 | — | — | 14D (AV)/(8D (AV) on ground) | 17 kg | 18/28 hrs | 5,000¥ | 4 | 1-J | Intelligence 5; Blast -2/m (-2/0.5 m on ground); Scatter 2d6; +4 TN on Attack Tests vs. ground targets |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
AP rocket | — | 20–150/450/1200/3000 | — | — | 16D | 2 kg | 8/14 days | 1,000¥ | 2 | 1-K | Blast -1/0.5m | |
AV rocket | — | 20–150/450/1200/3000 | — | — | 16D | 3 kg | 8/14 days | 2,000¥ | 2 | 1-K | Blast -8/m | |
HE rocket | — | 20–150/450/1200/3000 | — | — | 16D | 2 kg | 8/14 days | 1,500¥ | 2 | 1-K | Blast -1/m | |
AP missile | — | 20–150/450/1200/3000 | — | — | 16D | 2.25 kg | 12/14 days | 2,500¥ | 3 | 1-K | Blast -1/0.5m; Intelligence 3 | |
AV missile | — | 20–150/450/1200/3000 | — | — | 16D | 3.25 kg | 12/14 days | 5,000¥ | 3 | 1-K | Blast -8/m; Intelligence 4 | |
HE missile | — | 20–150/450/1200/3000 | — | — | 16D | 2.25 kg | 12/14 days | 3,750¥ | 3 | 1-K | Blast -1/m; Intelligence 3 |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
M-12 Portable Mortar System | Launch Weapons | — | 150–300/1000/4000/6000 | 1 (b) | SS | by shell | 30 kg | 12/14 days | 3,000¥ | 2 | 1-J | — |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
mortar shell, AP | 3 | 150–300/1000/4000/6000 | — | — | 18D (f) | 4 kg | 18/14 days | 250¥ | 3 | 1-J | Blast -1/m | |
mortar shell, AV | 3 | 150–300/1000/4000/6000 | — | — | 16D | 4 kg | 18/21 days | 250¥ | 4 | 1-J | Blast -4/m | |
mortar shell, HE | 3 | 150–300/1000/4000/6000 | — | — | 18D | 4 kg | 18/14 days | 200¥ | 3 | 1-J | Blast -1/0.5m | |
mortar shell, incendiary | 3 | 150–300/1000/4000/6000 | — | — | 8M | 4 kg | 18/14 days | 150¥ | 3 | 1-J | flammable objects in 20m radius may catch on fire; negates visibility modifiers for darkness in 30m radius for 10 Combat Turns; +2 glare visibility modifier for anyone looking towards it (flare compensation negates); fire; Burn Power -8/m | |
mortar shell, smoke | 3 | 150–300/1000/4000/6000 | — | — | — | 3.5 kg | 18/14 days | 175¥ | 2 | 1-J | deploys 15m radius smoke cloud for 4 minutes | |
mortar shell, IR smoke | 3 | 150–300/1000/4000/6000 | — | — | — | 3.5 kg | 18/21 days | 200¥ | 2 | 1-J | deploys 15m radius thermal smoke cloud for 4 minutes |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
flamethrower | Spray Weapons | — | 10/20/50/100 | 10 (tank) | SS | 8M | 21 kg | 10/7 days | 1,000¥ | 3 | 2-K | fire |
Shiawase Blazer | Spray Weapons | 4 | 10/20/50/100 | 4 (tank) | SS | 6M | 6 kg | 12/14 days | 750¥ | 3 | 4-K | fire |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares MP Heavy Laser Plus | Laser Weapons | — | 150/300/700/1000 | 50 (batt) | SA | 18M | 30 kg | 27/30 days | 300,000¥ | 3 | 1-K | laser; underbarrel-mounted tripod; recharge 1 shot/2 hours |
Ares MP Laser III | Laser Weapons | — | 100/250/500/750 | 20 (batt) | SA | 15M | 20 kg | 24/21 days | 120,000¥ | 3 | 2-K | laser; recharge 1 shot/hour |
Ares Redline | Laser Weapons | 3 | 5/20/40/60 | 10 (c) | SA | 12M | 5 kg | 18/21 days | 75,000¥ | 3 | 4-K | laser; recharge 2 shots/hour |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Ares Executive Protector | Submachine Guns | 10/3 | 10/40/80/150 | 35 (c) | SA/BF/FA | 6M | 5 kg | 6/3 days | 2,000¥ | 1.5 | 4-G | double uncompensated recoil when in briefcase; integral sound suppressor; folding stock when not in briefcase (+1 RC); may mount only underbarrel accessories |
blowgun | Blowgun | 7 | 3/8/12/15 | 1 (b) | SS | by dart | 0.25 kg | 4/12 hrs | 10¥ | 1 | 10-D | — |
bracer | Bracer | 7 | 5/15/30/50 | 1 (b) | SS | 6L | 0.3 kg | 12/7 days | 1,300¥ | 3 | 8P-E | +1 TN on attack; cannot mount accessories |
gun cane | Gun Cane | 2/9 | 5/15/30/50 | 1 (b) | SS | 6L | 1 kg | 10/7 days | 500¥ | 3 | 8P-E | cannot mount accessories |
FN-AAL Gyrojet Pistol | Pistols | 5 | 10/20/50/100 | 10 (c) | SA | 12M | 2 kg | 4/2 days | 1,000¥ | 2 | 6-K | uses Heavy Pistol ranges and increases damage to 12S underwater |
net gun (normal) | Shotguns | 4 | 3–10/20/50/100 | 4 (b) | SA | — | 4 kg | 8/36 hrs | 750¥ | 2 | 6P-E | cannot mount accessories; double uncompensated recoil; minimum range 3m; net Barrier Rating 6; +1 TN to Dodge, +2 for dwarves, -1 for trolls; if net successes ≥1/2 target's Quickness, target is knocked down and immobilized, otherwise must make Knockdown Test (5) to remain standing (see Cannon Companion p.31) |
net gun (large) | Shotguns | 3 | 3–10/20/50/100 | 4 (b) | SA | — | 4.5 kg | 8/36 hrs | 1,150¥ | 2 | 6P-E | cannot mount accessories; double uncompensated recoil; minimum range 3m; net Barrier Rating 6; +2 TN to Dodge, +3 for dwarves, +1 for trolls; if net successes ≥1/2 target's Quickness, target is knocked down and immobilized, otherwise must make Knockdown Test (8) to remain standing (see Cannon Companion p.31) |
speargun | Shotguns | — | 10/40/80/150 | 1 (b) | SS | 6M | 2 kg | 3/1 day | 800¥ | 1 | 5P-D | — |
splat gun | Launch Weapons | 4 | 10/20/50/100 | 2 (m) | SS | glue | 3 kg | 9/7 days | 600¥ | 2 | Legal | targets must make Body (8) Test or be knocked down; targets are immobilized by glue and require a Strength (6) Test with successes equal to net successes on Attack Test to take any physical action; compressed air canisters are good for 50 shots, refillable for 50¥ |
spray tank | Spray Weapons | 4 | 5/10/12/15 | 20 (tank) | SS | as chemical | 5 kg | 3/12 hrs | 100¥ | 1 | Legal | capacity 2 l; spread adjustable as per shotgun choke rules; CO2 charge good for 50 uses and may be recharged for 50¥ |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
grenade, concussion | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 12M Stun | 0.25 kg | 5/4 days | 30¥ | 2 | 3-J | Blast -1/m |
grenade, defensive AP | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 10D(f) | 0.25 kg | 5/4 days | 30¥ | 2 | 3-J | Blast -1/0.5 m |
grenade, defensive HE | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 10S | 0.25 kg | 5/4 days | 30¥ | 2 | 3-J | Blast -1/0.5 m |
grenade, flare | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | — | 0.25 kg | 2/1 day | 40¥ | 1 | Legal | negates visibility modifiers for darkness in 30m radius for 10 minutes; +2 glare visibility modifier for anyone looking towards it (flare compensation negates) |
grenade, flash | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 5L | 0.25 kg | 4/2 days | 40¥ | 1 | 3-J | anyone looking towards flash suffers +6 (+4 with flare compensation) TN modifier, -1/5m from grenade, reduced by 2 at the end of each Combat Turn thereafter; Blast (explosion) -5/m |
grenade, gas (Neuro-Stun VII) | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 6S Stun | 0.25 kg | 8/4 days | 60¥ | 2 | 3-J | affects 10m radius for 2 Combat Turns; 1 Combat Turn onset; +2 TN to all tests for 1 hour even when resisted |
grenade, incendiary | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 8M | 0.5 kg | 4/4 days | 50¥ | 2 | 3-J | flammable objects in 10m radius of grenade may catch on fire; negates visibility modifiers for darkness in 30m radius for 10 Combat Turns; +2 glare visibility modifier for anyone looking towards it (flare compensation negates); fire; Burn Power -8/m |
grenade, ink | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | — | 0.25 kg | 4/4 days | 40¥ | 2 | Legal | underwater, produce a 5m radius ink cloud that inflicts a +4 visibility penalty |
grenade, IPE concussion | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 16M Stun | 0.5 kg | 8/7 days | 70¥ | 2 | 3-J | Blast -1/m |
grenade, IPE defensive AP | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 15D(f) | 0.5 kg | 8/7 days | 60¥ | 2 | 3-J | Blast -1/0.5m |
grenade, IPE defensive HE | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 15S | 0.5 kg | 8/7 days | 60¥ | 2 | 3-J | Blast -1/0.5m |
grenade, IPE offensive AP | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 15D(f) | 0.5 kg | 8/7 days | 60¥ | 2 | 3-J | Blast -1/m |
grenade, IPE offensive HE | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 15S | 0.5 kg | 8/7 days | 60¥ | 2 | 3-J | Blast -1/m |
grenade, IR smoke | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | — | 0.25 kg | 4/2 days | 40¥ | 2 | 5-J | IR smoke fills 10m radius for 2 Combat Turns |
grenade, offensive AP | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 10D(f) | 0.25 kg | 5/4 days | 30¥ | 2 | 3-J | Blast -1/m |
grenade, offensive HE | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 10S | 0.25 kg | 5/4 days | 30¥ | 2 | 3-J | Blast -1/m |
grenade, smoke | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | — | 0.25 kg | 3/1 day | 30¥ | 2 | 5-J | smoke fills 10m radius for 2 Combat Turns |
grenade, superflash | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 12M Stun/5L | 0.25 kg | 10/14 days | 80¥ | 3 | 2-J | Flash Power -1/m; Blast Power -5/m; armor does not apply to flash, but flare compensation provides -2 Power; each box of damage from flash adds additional +1 TN to all tests involving vision; Stun damage and associated +1 penalty fade at 1/min; flash reflects from surfaces |
grenade, white phosphorus | Throwing Weapons | 6 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | 14M | 0.25 kg | 6/5 days | 120¥ | 3 | 3-J | Blast -1/m; fire; anything caught in initial blast takes 10L fire damage for next 15 Combat Turns |
Z-IC Splash Grenade | Throwing Weapons | 5 | (Str)×3/(Str)×5/(Str)×10/(Str)×20 | — | — | as chemical | 0.25 kg | 8/4 days | 50¥ | 2 | 3-J | spreads chemical over 5m radius; price does not include contents, 10 doses of chemical |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
commercial explosives (×1 kg) | Demolitions | 6 | 0/0/0/0 | — | — | (3×√kg)D | 1 kg | 6/2 days | 60¥ | 1 | 4P-J | Blast -3/m |
Compound IV plastic explosives (×1 kg) | Demolitions | 6 | 0/0/0/0 | — | — | (6×√kg)D | 1 kg | 8/2 days | 80¥ | 1 | 4-J | Blast -6/m |
Compound XII plastic explosives (×1 kg) | Demolitions | 6 | 0/0/0/0 | — | — | (12×√kg)D | 1 kg | 10/2 days | 200¥ | 2 | 3-J | Blast -12/m |
AP mine | Demolitions | 8 | 0/0/0/0 | — | — | as grenade | 2 kg | as grenade/0 days | as grenade×10¥ | 2 | 2-J | as grenade |
AV mine | Demolitions | 6 | 0/0/0/0 | — | — | 12D | 5 kg | 10/7 days | 500¥ | 3 | 1-J | Blast -1/m; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
bangalore torpedo | Demolitions | 3 | 0/0/0/0 | — | — | 20D | 6 kg | 14/14 days | 25,000¥ | — | 1-J | Blast -1/0.5m |
claymore mine | Demolitions | 6 | 0/0/0/0 | — | — | 16D | 1 kg | 8/14 days | 200¥ | 2 | 1-J | Blast -1/m; Power halved outside 60° frontal arc |
detonation cord (×30m) | Demolitions | 3 | 0/0/0/0 | — | — | 12S | 1 kg | 14/14 days | 2,500¥ | 2 | 3-J | Blast -1/m |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
AN/EDQ-12 ANDREWS | Gunnery | — | 20–100/500/3000/5000 | 50 (batt) | SA/BF | 9LN | 1200 kg | — | 600,000¥ | — | 1-K | -2 Power at Medium range, -4 Power at Long range, -6 Power at Extreme range; rigger jacked into vehicle hit takes (VCR Rating + 4)D ASIST backlash; recharges 1 shot/4 Combat Turns when inactive; requires nuclear power plant |
Ares Firelance Laser | Gunnery | — | 200/350/750/12000 | 40 (batt) | SA | 15S | 48 kg | — | 300,000¥ | — | 1-K | laser; -2 Power at Medium range, -4 Power at Long range, -6 Power at Extreme range; -1 Power for every 4m smoke or fog; target gets half Impact Armor; no recoil; recharges 1 shot/3 hours |
harpoon gun | Gunnery | — | 100/250/500/750 | 1 | SS | as harpoon | 20 kg | 3/1 day | 6,500¥ | 2 | 2P-D | — |
heavy mortar | Gunnery | — | 800/2000/6000/8000 | 1 | SS | as mortar | 150 kg | 15/21 days | 10,000¥ | 3 | 1-K | — |
light howitzer | Gunnery | — | 1000/3500/7500/12500 | 1 | SS | as shell | 1000 kg | — | 100,000¥ | — | 1-K | — |
light naval gun | Gunnery | — | 100–2500/6000/12000/18000 | 500 (bin) | SA | 8LN | 250 kg | — | 225,000¥ | — | 1-K | — |
medium naval gun | Gunnery | — | 100–4000/12000/18000/25000 | 500 (bin) | SS | 11MN | 600 kg | — | 475,000¥ | — | 1-K | — |
FN Piranha Mini-Torpedo Launcher | Gunnery | — | 100/500/3000/5000 | 8 (bin) | SS | as rocket/missile | 120 kg | 16/21 days | 15,000¥ | 3 | 1-K | works only against underwater targets |
Aztechnology Relámpago Medium Railgun | Gunnery | — | 1200/3000/5000/16000 | 100 (belt) | SS | 8MN | 770 kg | — | 620,000¥ | — | 1-K | requires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 1 shot/hour |
Ares Vaporizer Heavy Railgun | Gunnery | — | 2000/5000/8000/24000 | 100 (belt) | SS | 15MN | 1540 kg | — | 1,000,000¥ | — | 1-K | requires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 1 shot/2 hours |
Ares Vengeance Minigun | Gunnery | — | 80/250/750/1200 | 100 (belt) | FA | 9S | 30 kg | 18/28 days | 50,000¥ | 3.5 | 1-K | fires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories |
Ares Vanquisher Minigun | Gunnery | — | 80/250/800/1500 | 100 (belt) | FA | 10S | 45 kg | 18/28 days | 75,000¥ | 3.5 | 1-K | fires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories |
Ares Vigilant Autocannon | Gunnery | — | 100/500/2500/5000 | 100 (belt) | SS/FA | 18D | 90 kg | 20/45 days | 90,000¥ | 5 | 1-K | minimum full-auto burst 6 rounds, maximum 12 rounds; fires assault cannon ammo |
Ares Victory Autocannon | Gunnery | — | 100/500/2500/5000 | 100 (belt) | SS/FA | 20D | 105 kg | 20/45 days | 125,000¥ | 5 | 1-K | minimum full-auto burst 6 rounds, maximum 12 rounds; fires assault cannon ammo |
Aztechnology Xicohtencatl Light Railgun | Gunnery | — | 500/2000/4000/9000 | 100 (belt) | SS | 6LN | 135 kg | — | 135,000¥ | — | 1-K | requires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 2 shots/hour |
Weapon | Skill | Conceal. | Reach/Range | Ammo | Mode | Damage | Weight | Avail. | Cost | SI | Legality | Features |
---|---|---|---|---|---|---|---|---|---|---|---|---|
hand blade | Cyberimplant Combat | — | Reach 0 | — | — | (Str+3)L | — | 6/5 days | 7,500¥ | 1.5 | 4P-R | Essence 0.10 |
retractable hand blade | Cyberimplant Combat | — | Reach 0 | — | — | (Str+3)L | — | 6/5 days | 10,000¥ | 1.5 | 3P-R | Essence 0.25 |
hand razors | Cyberimplant Combat | — | Reach 0 | — | — | (Str)L | — | 3/3 days | 4,500¥ | 1 | 3-N | Essence 0.10 |
improved hand razors | Cyberimplant Combat | — | Reach 0 | — | — | (Str+2)L | — | 6/3 days | 13,000¥ | 1 | 3-N | Essence 0.10 |
retractable hand razors | Cyberimplant Combat | — | Reach 0 | — | — | (Str)L | — | 5/3 days | 9,000¥ | 1 | 3-N | Essence 0.20 |
retractable improved hand razors | Cyberimplant Combat | — | Reach 0 | — | — | (Str+2)L | — | 6/3 days | 17,500¥ | 1 | 3-N | Essence 0.20 |
spur | Cyberimplant Combat | — | Reach 0 | — | — | (Str)M | — | 3/3 days | 7,000¥ | 1 | 3-N | Essence 0.10 |
retractable spur | Cyberimplant Combat | — | Reach 0 | — | — | (Str)M | — | 5/3 days | 11,500¥ | 1 | 3-N | Essence 0.30 |
unarmed, aluminum bone lacing | Unarmed Combat | — | Reach 0 | — | — | (Str+3)M Stun | 10 kg | 5/14 days | 25,000¥ | 1.5 | 6P-Q | Essence 1.15; half Power (round up) to do Physical damage; Barrier Rating 8 |
unarmed, ceramic bone lacing | Unarmed Combat | — | Reach 0 | — | — | (Str+3)M Stun | 15 kg | 6/21 days | 50,000¥ | 2 | 6P-Q | Essence 1.50; half Power (round up) to do Physical damage; Barrier Rating 8 |
unarmed, plastic bone lacing | Unarmed Combat | — | Reach 0 | — | — | (Str+2)M Stun | 5 kg | 5/14 days | 7,500¥ | 1.5 | 6P-N | Essence 0.50; half Power (round up) to do Physical damage; Barrier Rating 6 |
unarmed, titanium bone lacing | Unarmed Combat | — | Reach 0 | — | — | (Str+4)M Stun | 15 kg | 5/14 days | 75,000¥ | 1.5 | 6-R | Essence 2.25; half Power (round up) to do Physical damage; Barrier Rating 10 |
cyber dartgun | Pistols | 10 | 5/15/30/50 | 5 (m) | SA | by chemical | — | 8/7 days | 1,000¥ | 2 | 6P-Q | Essence 0.30; darts act as chemical injection delivery vector |
Fichetti Brand Cyberguns, holdout pistol | Pistols | 12 | 5/15/30/50 | 2 (m) | SS | 4L | — | 8/7 days | 250¥ | 2 | 8P-Q | Essence 0.15; can add port (0.1 Essence, -1 Conceal) to accept 6(c) external clip; cannot use non-cyberware accessories |
Fichetti Brand Cyberguns, light pistol | Pistols | 10 | 5/15/30/50 | 12 (m) | SA | 6L | — | 8/7 days | 650¥ | 2 | 6P-Q | Essence 0.35; can add port (0.1 Essence, -1 Conceal) to accept 12(c) external clip; cannot use non-cyberware accessories |
Fichetti Brand Cyberguns, machine pistol | Pistols | 8 | 5/15/30/50 | 12 (m) | SA/BF | 6L | — | 8/7 days | 900¥ | 2 | 4P-Q | Essence 0.40; can add port (0.1 Essence, -1 Conceal) to accept 35(c) external clip; cannot use non-cyberware accessories |
Fichetti Brand Cyberguns, heavy pistol | Pistols | 8 | 5/20/40/60 | 10 (m) | SA | 9M | — | 8/7 days | 800¥ | 2 | 4P-Q | Essence 0.60; can add port (0.1 Essence, -1 Conceal) to accept 10(c) external clip; cannot use non-cyberware accessories |
Fichetti Brand Cyberguns, SMG | Submachine Guns | 6 | 10/40/80/150 | 12 (m) | SA/BF | 7M | — | 8/7 days | 1,800¥ | 2 | 3P-Q | Essence 1.00; can add port (0.1 Essence, -1 Conceal) to accept 24(c) external clip; cannot use non-cyberware accessories |
Fichetti Brand Cyberguns, shotgun | Shotguns | 6 | 10/20/50/100 | 10 (m) | SA | 8S | — | 8/7 days | 1,200¥ | 2 | 4P-Q | Essence 1.10; shotgun; can add port (0.1 Essence, -1 Conceal) to accept 10(c) external clip; cannot use non-cyberware accessories |
Ares Cybersquirt | Pistols | 8 | 5/15/30/50 | 10/10 (c) | SA | by chemical | — | 8/6 days | 1,400¥ | 2 | 5P-Q | Essence 0.40; delivers chemicals to target using DMSO as the vector; intrinsically silenced and recoilless; cannot use non-cyberware accessories; DMSO and chemical clips hold 10 rounds each; CO2 canister good for 50 shots, rechargable for 50¥ |
cyber taser | Pistols | 10 | 5/10/12/15 | 2/10 (batt) | SA | 10S Stun | — | 6/4 days | 2,000¥ | 1.5 | 5P-Q | Essence 0.30; shock; can fire 2 shots before needing to be reloaded; battery must be recharged after 10 uses; cannot use accessories other than cyberware Smartlink or laser sight |
cyber fangs | Cyberimplant Combat | 5 | Reach -1 | — | — | (Str+1)L | — | 4/2 days | 5,000¥ | 1 | Legal | Essence 0.10 |
cyber fangs, extendable | Cyberimplant Combat | 9 | Reach -1 | — | — | (Str+1)L | — | 5/2 days | 8,000¥ | 1 | 5P-N | Essence 0.15 |
cyber horns | Cyberimplant Combat | — | Reach -1 | — | — | (Str)M | — | 4/2 days | 12,000¥ | 1 | Legal | Essence 0.10 |
cyber horns, retractable | Cyberimplant Combat | 8 | Reach -1 | — | — | (Str)M | — | 5/2 days | 16,000¥ | 1 | 5P-N | Essence 0.25 |
shock hand | Cyberimplant Combat | 5 | Reach 0 | 12 (batt) | — | 8S Stun | — | 6/4 days | 1,300¥ | 2 | 4P-Q | Essence 0.25; shock |
eye dart | Eye Gun | 10 | 2/7/15/25 | 1 | SS | as 1/2 Power chemical | — | 8/14 days | 4,200¥ | 2 | 7P-Q | Essence 0.25; may only be installed in cybereyes; Biotech (6, 10 Combat Turns) Test to reload; each shot causes 1 Stress to cybereye; acts as injection delivery vector for chemicals; Power of chemical is halved; +2 TN on all visual tests for (4-unaugmented Body) Combat Turns (min. 1) after firing |
eye gun | Eye Gun | 9 | 2/7/15/25 | 1 | SS | 3L | — | 6/7 days | 6,400¥ | 3 | 6P-Q | Essence 0.40; may only be installed in cybereyes; Biotech (6, 10 Combat Turns) Test to reload; each shot causes 1 Stress to cybereye; attacks take +1 recoil modifier; +2 TN on all visual tests for (6-unaugmented Body) Combat Turns (min. 2) after firing |
tool laser | Laser Weapons | — | 1/2/3/5 | — | SS* | 4L | — | 8/7 days | 3,000¥ | 2 | 5P-N | Essence 0.15; laser; may only be installed in cybereyes with a high-powered eye laser; 25 min laser usage on battery charge; Biotech (6, 10 Combat Turns) Test to replace battery (150¥); -1 Power against targets up to 2m away, -2 Power against targets up to 4m away |
oral dart | Oral Gun | 10 | 5/15/30/50 | 3 | SS | by chemical | — | 6/7 days | 3,600¥ | 2 | 6P-Q | Essence 0.25; Biotech (4, 10 Combat Turns) Test to reload; acts as injection delivery vector for chemicals |
oral gun | Oral Gun | 9 | 5/15/30/50 | 4 | SS | 4L | — | 6/3 days | 5,600¥ | 3 | 6P-Q | Essence 0.40; Biotech (4, 10 Combat Turns) Test to reload |
oral slasher | Oral Strike | 10 | Reach 0 | — | — | 6M | — | 8/7 days | 10,500¥ | 2.5 | 6P-Q | Essence 0.25; if defender dodges attack or more 1s than successes are rolled on the attack, wielder must make a Whips (6) Test or strike themselves for full damage |
retractable climbing claws | Cyber-Implant Combat | — | Reach 0 | — | — | (Str-1)L | — | 5/3 days | 10,000¥ | 1.5 | 6P-N | Essence 0.30 |
- (f)
- This weapon has flechette damage (or shot damage, for weapons marked as shotguns) figured into its damage code. Against armored targets, the Damage Level is reduced by 1 (M→L, S→M, D→S), and the target gets their Ballistic Armor or 2 × Impact Armor, whichever is better.
- fire
- The weapon does fire damage. Its damage is resisted with half Impact Armor, and it may ignite flammable materials.
- laser
- Laser weapon; damage attenuates with distance, and smoke and haze may reduce the Power.
- reconfigurable
- The weapon (the HK G38 or Steyr AUG-CSL) can be disassembled and reassembled in a different configuration with different stats. The weapon has multiple stat lines listed; these are all the same weapon in different configurations.
- shock
- The weapon does electrical damage.
- shotgun
- The weapon is a shotgun, which can (unless otherwise specified) fire either shot or slug rounds. Shot rounds work as per flechette ammo, and also fire in an expanding cone, with base radius dependent on the choke. Unless (f) is specified in the damage code, the listed damage code is for slug rounds, and firing shot grants +1 Damage Level (L→M, M→S, S→D) against unarmored targets. Note that the Remington 990 specifically gains +2 Power when firing shot.
Some weapons have more than one Concealability rating listed. These are generally either to spot/to recognize as a weapon, or to spot when disassembled/assembled, depending on the weapon.
Ammo | Conceal. | Weight | Avail. | Cost | SI | Legality | Effects |
---|---|---|---|---|---|---|---|
regular arrow (×1) | 3 | 0.1 kg | 3/36 hrs | 10¥ | 1 | 10-D | — |
barbed arrow (×1) | 2 | 0.1 kg | 4/36 hrs | 12¥ | 1 | 10P-D | Biotech (8) test to remove arrow, or target takes 1 box additional Physical Damage |
explosive arrow (×1) | 2 | 0.1 kg | 5/7 days | 30¥ | 1 | 8P-D | +1 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
EX explosive arrow (×1) | 2 | 0.1 kg | 7/14 days | 70¥ | 2 | 6P-D | +2 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
hammerhead arrow (×1) | 2 | 0.1 kg | 4/36 hrs | 20¥ | 1 | 10P-D | -2 to Power of attack; damage is Stun; target must make Body test vs. Power of attack or be knocked down; range multiplier is reduced to (Str min-1) |
incendiary arrow (×1) | 2 | 0.1 kg | 7/14 days | 60¥ | 2 | 6-D | arrowhead burns for 5 Combat Turns, doing 5L damage at the end of each turn to anything in contact with it; may start fires |
screamer arrow (×1) | 2 | 0.1 kg | 4/1 day | 10¥ | 1 | Legal | arrow emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun |
blowgun dart (×20) | — | — | — | 5¥ | — | - | acts as chemical injection delivery vector |
regular crossbow bolt (×1) | 4 | 0.05 kg | 5/36 hrs | 5¥ | 1 | 10-D | — |
barbed crossbow bolt (×1) | 3 | 0.05 kg | 6/36 hrs | 7¥ | 1 | 10P-D | Biotech (8) test to remove bolt, or target takes 1 box additional Physical Damage |
explosive crossbow bolt (×1) | 3 | 0.05 kg | 7/7 days | 25¥ | 1 | 8P-D | +1 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
EX explosive crossbow bolt (×1) | 3 | 0.05 kg | 9/14 days | 65¥ | 2 | 6P-D | +2 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
hammerhead crossbow bolt (×1) | 3 | 0.05 kg | 6/36 hrs | 15¥ | 1 | 10P-D | -2 to Power of attack; damage is Stun; target must make Body test vs. Power of attack or be knocked down; range multiplier is reduced to (Str min-1) |
incendiary crossbow bolt (×1) | 3 | 0.05 kg | 9/14 days | 55¥ | 2 | 6-D | bolt head burns for 5 Combat Turns, doing 5L damage at the end of each turn to anything in contact with it; may start fires |
screamer crossbow bolt (×1) | 3 | 0.05 kg | 6/1 day | 5¥ | 1 | Legal | bolt emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun |
regular pistol crossbow bolt (×1) | 6 | 0.04 kg | 4/36 hrs | 3¥ | 1 | 10P-D | — |
barbed pistol crossbow bolt (×1) | 5 | 0.04 kg | 5/36 hrs | 5¥ | 1 | 10P-D | Biotech (8) test to remove bolt, or target takes 1 box additional Physical Damage |
explosive pistol crossbow bolt (×1) | 5 | 0.04 kg | 6/7 days | 23¥ | 1 | 8P-D | +1 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
EX explosive pistol crossbow bolt (×1) | 5 | 0.04 kg | 8/14 days | 63¥ | 2 | 6P-D | +2 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
hammerhead pistol crossbow bolt (×1) | 5 | 0.04 kg | 5/36 hrs | 13¥ | 1 | 10P-D | -2 to Power of attack; damage is Stun; target must make Body test vs. Power of attack or be knocked down; range multiplier is reduced to (Str min-1) |
incendiary pistol crossbow bolt (×1) | 5 | 0.04 kg | 8/14 days | 53¥ | 2 | 6-D | bolt head burns for 5 Combat Turns, doing 5L damage at the end of each turn to anything in contact with it; may start fires |
screamer pistol crossbow bolt (×1) | 5 | 0.04 kg | 5/1 day | 3¥ | 1 | Legal | bolt emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun |
regular Ranger-X arrow (×1) | 4 | 0.08 kg | 4/36 hrs | 18¥ | 1 | 10P-D | — |
barbed Ranger-X arrow (×1) | 3 | 0.08 kg | 5/36 hrs | 20¥ | 1 | 10P-D | Biotech (8) test to remove arrow, or target takes 1 box additional Physical Damage |
explosive Ranger-X arrow (×1) | 3 | 0.08 kg | 6/7 days | 38¥ | 1 | 8P-D | +1 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
EX explosive Ranger-X arrow (×1) | 3 | 0.08 kg | 8/14 days | 78¥ | 2 | 6P-D | +2 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
hammerhead Ranger-X arrow (×1) | 3 | 0.08 kg | 5/36 hrs | 28¥ | 1 | 10P-D | -2 to Power of attack; damage is Stun; target must make Body test vs. Power of attack or be knocked down; range multiplier is reduced to (Str min-1) |
incendiary Ranger-X arrow (×1) | 3 | 0.08 kg | 8/14 days | 68¥ | 2 | 6-D | arrowhead burns for 5 Combat Turns, doing 5L damage at the end of each turn to anything in contact with it; may start fires |
screamer Ranger-X arrow (×1) | 3 | 0.08 kg | 5/1 day | 18¥ | 1 | Legal | arrow emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun |
assault cannon ammo (×10) | 3 | 1.25 kg | 5/3 days | 450¥ | 2 | as weapon- | assault cannons only |
assault cannon ammo belt (×100) | — | 12.5 kg | 6/3 days | 4,250¥ | 2 | as weapon- | assault cannons only |
assault cannon ammo, AV (×10) | 3 | 1.5 kg | 16/14 days | 1,000¥ | 4 | 2-M | assault cannons only; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
assault cannon ammo belt, AV (×100) | — | 15 kg | 16/14 days | 9,500¥ | 4 | 2-M | assault cannons only; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
APDS ammo (×10) | 8 | 0.25 kg | 14/14 days | 70¥ | 4 | 3-M | halves Ballistic Armor or Barrier Rating of target; works as regular ammo vs. vehicles |
AV ammo (×10) | 8 | 1 kg | 16/14 days | 200¥ | 4 | 3-M | halves Ballistic Armor or Barrier Rating of target; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
capsule ammo (×10) | 8 | 0.25 kg | 4/2 days | 10¥ | 2 | as compound- | -2 to Power of attack; damage is Stun; acts as delivery system for a variety of compounds that may have their own effects on target; price does not include contents of capsule |
explosive ammo (×10) | 8 | 0.75 kg | 3/36 hrs | 50¥ | 0.8 | as weapon- | +1 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
EX explosive ammo (×10) | 8 | 0.75 kg | 6/3 days | 100¥ | 1.5 | as weapon- | +2 to Power of attack; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
flechette ammo (×10) | 8 | 0.5 kg | 3/36 hrs | 100¥ | 0.8 | as weapon- | against unarmored targets, Damage Level is increased by 1; against armored targets, Damage Level is not increased, and target gets Ballistic Armor or 2×Impact Armor to resist, whichever is better; all vehicular armor and Barrier Ratings are doubled |
gel ammo (×10) | 8 | 0.25 kg | 4/2 days | 30¥ | 1 | as weapon- | -2 to Power of attack; damage is Stun; target must make Body test vs. Power of attack or be knocked down |
glazer ammo (×10) | 8 | 0.5 kg | 10/7 days | 75¥ | 3 | 3-M | +2 Power against unarmored targets, and Damage Level is increased by 1; against armored targets, Damage Level is not increased, and target gets 2×Ballistic Armor or 2×Impact Armor to resist, whichever is better; all vehicular armor and Barrier Ratings are doubled |
Hi-C plastic ammo (×10) | 9 | 0.25 kg | 6/7 days | 150¥ | 3 | 3-M | double recoil; -1 Power at Long or Extreme range; target uses highest Armor Rating to resist |
hollow point ammo (×10) | 8 | 0.5 kg | 5/2 days | 50¥ | 2 | as weapon- | +3 Power against unarmored targets; +1 Power against armored targets, but target gets Ballistic+Impact Armor against attack |
incendiary ammo (×10) | 8 | 0.75 kg | 10/7 days | 150¥ | 2 | 3-M | -1 to TN of attack for every full 3 rounds fired at ranges beyond Short (does not stack with Smartlink); at the end of each Combat Turn after being hit, target takes (2×incendiary rounds hit)L damage, -2 Power for each Combat Turn after the hit, resisted only with Body, no armor applies; may set flammable materials on fire; if more than half the Attack Test dice come up 1s (with an extra "bonus" 1 for each consecutive Combat Phase firing incendiaries), the firer suffers an attack at the base damage of the weapon, to which armor applies, but Combat Pool may not be used, and the weapon is rendered unusable |
mercury ammo (×10) | 8 | 0.75 kg | 6/2 days | 50¥ | 1.5 | 3-M | against unarmored targets, Damage Level is increased by 1; against armored targets, Damage Level is not increased, and target gets 2×Ballistic Armor or 2×Impact Armor to resist, whichever is better; all vehicular armor and Barrier Ratings are doubled |
regular ammo (×10) | 8 | 0.5 kg | 2/1 day | 20¥ | 0.75 | as weapon- | — |
tracer ammo (×10) | 8 | 0.5 kg | 3/1 day | 75¥ | 1 | as weapon- | loaded as every 3rd round in magazine; -1 to TN of attack for every full 3 rounds fired at ranges beyond Short (does not stack with Smartlink); Power of burst and full-auto fire is not increased for tracer rounds |
tracker ammo (×10) | 8 | 1 kg | Rating/7 days | Rating × 3000¥ | 1 | 6-U | if target takes damage, a tracker (see Shadowrun 3 p.291) is planted within them; if target soaks the damage, on a 1d6 roll of 1 or 6, the tracker is lodged in their armor |
tracker ammo, AOD (×10) | 8 | 1 kg | Rating/7 days | Rating × 2000¥ | 1 | 6-U | if target takes damage, an AOD tracker (see Shadowrun 3 p.291) is planted within them; if target soaks the damage, on a 1d6 roll of 1 or 6, the tracker is lodged in their armor |
gyrojet rockets (×10) | 8 | 1.75 kg | 4/2 days | 80¥ | 2.5 | as weapon- | gyrojet pistols only |
gyrojet-plus rockets (×10) | 8 | 2 kg | 14/21 days | 120¥ | 4 | 2-M | gyrojet pistols only; halves Ballistic Armor or Barrier Rating of target; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
gyrojet seeker rockets (×10) | 7 | 2 kg | 5/3 days | 160¥ | 2.5 | as weapon- | gyrojet pistols only; homes on target designator; 2d6 Scatter |
gyrojet-plus seeker rockets (×10) | 7 | 2.25 kg | 15/756 hrs | 240¥ | 4 | 2-M | gyrojet pistols only; homes on target designator; 2d6 Scatter; halves Ballistic Armor or Barrier Rating of target; Power and Damage Level against vehicles are not reduced; vehicle Armor Rating is halved, though attack Power must still exceed twice modified Armor Rating to force a soak check |
net, normal (×10) | 7 | 5 kg | 4/2 days | 1,500¥ | 1 | as weapon- | normal or large net guns only |
net, large (×10) | 5 | 7.5 kg | 4/2 days | 3,000¥ | 1 | as weapon- | large net guns only |
Big D's Temper™ shells (×10) | 8 | 1 kg | 16/14 days | 200¥ | 5 | 3-M | shotguns only; fire; +2 Power, half Impact Armor applies; taser ranges; shot cone expands by 1m diameter and gains -1 TN on attack roll and -1 Power for each (choke)m range, until Power reaches 0; targets that take damage and nearby flammable materials may catch fire; on 1d6 roll of 1, the weapon becomes damaged and is unusable until repaired |
bola shells (×10) | 8 | 1 kg | 5/3 days | 100¥ | 2 | as weapon- | shotguns only; +1 Power; Knockdown Test required against full Power of attack; heavy pistol ranges |
flare shells (×10) | 8 | 1 kg | 4/2 days | 25¥ | 1 | as weapon- | shotguns only; heavy pistol ranges; at 60m, explode into bright shower of sparks; if fired at a target, does 4M damage, half Impact Armor applies, and target may catch on fire |
shock lock shells (×10) | 8 | 0.75 kg | 5/2 days | 70¥ | 2 | as weapon- | shotguns only; when attacking a barrier, its Barrier Rating is halved; +1 to Power of attack against other targets; on botch, firer must soak damage as from a shot with the weapon (without the Power bonus) with 1d6 successes, without use of Combat Pool; when firing through barriers, Barrier Rating is doubled, but barrier takes damage as if Barrier Rating were halved |
shot shells (×10) | 8 | 0.5 kg | 3/36 hrs | 100¥ | 0.8 | as weapon- | shotguns only; shot cone expands by 1m diameter and gains -1 TN on attack roll and -1 Power for each (choke)m range, until Power reaches 0; against unarmored targets, Damage Level is increased by 1; against armored targets, Damage Level is not increased, and target gets Ballistic Armor or 2×Impact Armor to resist, whichever is better; all vehicular armor and Barrier Ratings are doubled |
stun shells (×10) | 8 | 0.5 kg | 3/12 hrs | 25¥ | 1 | as weapon- | shotguns only; Stun damage; shot cone expands by 1m diameter and gains -1 TN on attack roll and -1 Power for each (choke)m range, until Power reaches 0; against unarmored targets, Damage Level is increased by 1; against armored targets, Damage Level is not increased, and target gets 2×Impact Armor to resist; all vehicular armor and Barrier Ratings are doubled |
speargun spears (×10) | 3 | 10 kg | 2/1 day | 500¥ | 2 | as weapon- | speargun only |
taser dart (×10) | 3 | 0.5 kg | 6/36 hrs | 50¥ | 1.5 | as weapon- | tasers only |
Ares MP Heavy Laser Plus battery pack | — | 15 kg | 10/30 days | 2,000¥ | 2 | Legal | Ares MP Heavy Laser Plus only; 50 shot capacity; recharge 1 shot/2 hours |
Ares MP Laser III battery pack | 4 | 2 kg | 10/14 days | 500¥ | 2 | Legal | Ares MP Laser III only; 20 shot capacity; recharge 1 shot/hour |
Ares Redline battery clip | 6 | 1 kg | 10/14 days | 250¥ | 2 | Legal | Ares Redline only; 10 shot capacity; recharge 2 shots/hour |
flamethrower tank | — | 1 kg | — | 50¥ | 1 | - | flamethrower only; 10 shot capacity; 5 minutes to fill at 5¥/shot; Barrier Rating 10; explodes for (shots×2)M, -1/0.5m if breached |
Shiawase Blazer tank | — | 1 kg | — | 25¥ | 1 | - | Shiawase Blazer only; 4 shot capacity; 2 minutes to fill at 5¥/shot |
For the most part, ammunition is interchangable between weapons of the same class. Machine pistols use light pistol ammo; SMGs use heavy pistol ammo. Pistol-class shotguns, such as the Remington Roomsweeper, can use either heavy pistol ammo, interchangable with other heavy pistols, or shotgun ammo, interchangable with other shotguns. Weapons with double fire rates, such as the Ares HVAR, use special hyper-velocity ammo, and cannot interchange ammo with non-HV weapons of their class.
Legality codes consist of two parts; the number is the TN for the Police or Security Procedures test for an officer who notices the equipment (which may first require a Perception Test against its Concealability) to realize that it is illegal. On a single success, the officer may harrass or warn the offender, but will not make the effort to arrest them. On two or more successes, the officer may attempt to arrest or detain the offender, which may include calling in backup to assist. The TN may be modified by up to ±3 in high- or low-enforcement areas.
A 'P' in the legality code indicates that permits to legally carry the equipment are available.
The letter (other than 'P') indicates the nature of the violation, and so the potential penalties for being caught with it.
Code | Restriction Category | Possession | Transport | Threat | Use | Use with Intent to Commit a Crime |
---|---|---|---|---|---|---|
A | Small Blade | 100¥ | 500¥ | 1,000¥ | 2,000¥/2 mo | 5,000¥/6 mo |
B | Large Blade | 200¥ | 800¥ | 2,000¥ | 5,000¥/4 mo | 10,000¥/8 mo |
C | Blunt Weapon | 150¥ | 650¥ | 1,500¥ | 3,000¥/3 mo | 7,000¥/8 mo |
D | Projectile | 300¥ | 1,000¥ | 2,000¥ | 3,000¥/4 mo | 5,000¥/8 mo |
E | Pistol | 500¥ | 1,500¥ | 5,000¥ | 10,000¥/1 yr | 10,000¥/2 yr |
F | Rifle | 1,000¥ | 3,000¥ | 8,000¥ | 8,000¥/18 mo | 8,000¥/3 yr |
G | Automatic Weapon | 5,000¥ | 10,000¥ | 10,000¥/6 mo | 10,000¥/2 yr | 10,000¥/4 yr |
H | Heavy Weapon | 10,000¥ | 20,000¥ | 10,000¥/1 yr | 20,000¥/4 yr | 20,000¥/10 yr |
J | Explosives | 10,000¥ | 40,000¥ | 40,000¥/1 yr | 40,000¥/4 yr | 40,000¥/10 yr |
K | Military Weapon | 10,000¥/6 mo | 10,000¥/1 yr | 10,000¥/2 yr | 10,000¥/8 yr | 10,000¥/20 yr |
L | Military Armor | 1,200¥ | ||||
M | Military Ammunition | 3,000¥ | ||||
N | Class A Cyberware | 5,000¥/3 yr | ||||
Q | Class B Cyberware | 15,000¥ | ||||
R | Class C Cyberware | 15,000¥/3 yr | ||||
S | Class D Matrix | 8,000¥/2 yr | ||||
T | Class E Magic | 10,000¥/1 yr | ||||
U | Class A Equipment | 2,000¥ | ||||
V | Class B Equipment | 4,000¥ | ||||
W | Class C Equipment | 8,000¥/2 yr | ||||
X | Class A Controlled Substance (chemical/pharmaceutical) | 500¥/1 mo | ||||
Y | Class B Controlled Substance (neural electronics) | 2,000¥/1 mo | ||||
Z | Class C Controlled Substance (biological agent) | Federal offense |