Melee
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
unarmedUnarmed CombatReach 0(Str)M StunLegal
Ares MonoswordOne-Handed Weapons3Reach 1(Str+3)M2 kg4/1 day1,000¥13-B
AZ-150 Stun BatonOne-Handed Weapons5Reach 112 (batt)8S Stun1 kg3/36 hrs1,500¥25-Cshock
bayonet (mounted)Two-Handed Weapons5Reach 2(Str+2)M0.75 kg4/1 day50¥16-A
bo staffTwo-Handed Weapons2Reach 2(Str+2)M Stun2 kg4/2 days50¥18-C
claymoreTwo-Handed WeaponsReach 2(Str+1)S6 kg4/2 days1,000¥23-BStr 4 minimum
clubOne-Handed Weapons5Reach 1(Str+1)M Stun1 kg2/6 hrs10¥16-C
combat axeOne-Handed/Two-Handed Weapons2Reach 1(Str)S2 kg3/1 day750¥23-Bthrusting point
combat axe (thrusting point)One-Handed/Two-Handed Weapons12Reach 1(Str+2)L3-B
Cougar Fineblade Knife (short)Knives8Reach 0(Str)M0.5 kg5/3 days800¥38-A
Cougar Fineblade Knife (long)Knives5Reach 0(Str+1)M0.75 kg8/3 days1,500¥38-A
extendable batonOne-Handed Weapons9/5Reach 1(Str+1)M Stun1 kg3/1 day25¥16-C
forearm snap bladesKnives7Reach 0(Str)M1.5 kg4/2 days850¥24-B
harpoonTwo-Handed Weapons2Reach 2(Str+2)M4 kg4/2 days500¥24-C
javelinTwo-Handed Weapons3Reach 2(Str+2)L2 kg4/2 days100¥26-C
katanaOne-Handed Weapons/Two-Handed Weapons3Reach 1(Str+3)M1 kg4/2 days1,000¥25-Bdamage code assumes two-handed use
katarKnives7Reach 0(Str+3)L0.75 kg5/3 days800¥26-A
knifeKnives8Reach 0(Str)L0.5 kg2/4 hrs30¥0.758-Acan be thrown
knife (thrown)Throwing Weapons(Str)×1/(Str)×2/(Str)×3/(Str)×5(Str)L8-Acan be thrown
krisKnives7Reach 0(Str)M0.75 kg8/3 days1,000¥35-A
kusarigamaChain Weapons8Reach 2(Str+1)M1 kg6/2 days200¥25-Centangle
Centurion Laser Crescent AxeOne-Handed Weapons/Two-Handed Weapons2Reach 1(Str)S2 kg6/2 days3,500¥0.53-Bon 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
mācuahuitlOne-Handed Weapons3Reach 1(Str+2)M1 kg18/7 days3,000¥23-Bon 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
maceOne-Handed Weapons4Reach 1(Str+3)M Stun2 kg5/2 days150¥25-C
manriki-gusariChain Weapons10Reach 2(Str+2)L Stun1 kg6/2 days150¥25-Centangle
monofilament whipWhips10Reach 210S0 kg24/14 days3,000¥31-KImpact 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 starChain Weapons4Reach 2(Str+2)M2 kg5/2 days250¥24-Centangle
no-dachiTwo-Handed WeaponsReach 2(Str+1)S5 kg8/3 days3,000¥34-B
nunchakuChain Weapons7Reach 1(Str+1)M Stun0.75 kg4/2 days100¥18-C
pole armTwo-Handed Weapons2Reach 2(Str+3)S4 kg4/2 days500¥23-B
rattan stickOne-Handed Weapons5Reach 1(Str+1)M(f) Stun0.2 kg2/6 hrs10¥18-C
saiKnives6Reach 0(Str+2)L Stun1 kg4/2 days100¥28-C
sapOne-Handed Weapons8Reach 0(Str+2)M Stun0 kg2/6 hrs10¥15-C
shock gloveUnarmed Combat9Reach 08 (batt)(Str-1)M Stun + 7S Stun0.5 kg5/2 days950¥25-Bshock; recharge 8 uses/hour
spearTwo-Handed Weapons2Reach 2(Str+4)L2 kg4/2 days200¥24-C
spiked maceOne-Handed Weapons3Reach 1(Str+1)M2 kg5/2 days150¥24-C
staffTwo-Handed Weapons2Reach 2(Str+2)M Stun2 kg3/1 day50¥18-C
stun batonOne-Handed Weapons4Reach 16S Stun1 kg3/36 hrs750¥15-C
survival knifeKnives6Reach 0(Str+2)L0.75 kg3/6 hrs450¥16-Acompass; micro-lighter; night-glow stick; trauma patch
swordOne-Handed Weapons4Reach 1(Str+2)M1 kg3/1 day500¥14-B
telescoping staffTwo-Handed Weapons5/2Reach 2(Str+2)M Stun3 kg4/2 days100¥18-C
three-section staffChain Weapons4Reach 2(Str+2)M Stun2 kg5/3 days200¥28-C
tomahawkOne-Handed Weapons6Reach 1(Str)M0.5 kg4/2 days200¥15-A
Vashon Island Sleeping Tiger Line Hardliner GlovesUnarmed Combat9Reach 0(Str+1)M Stun0.5 kg2/1 day300¥0.758-Cfine clothing
vibro knifeKnives7Reach 0(Str)M1 kg5/3 days1,000¥26-A2 hour battery life; 1 hour recharge time
vibro swordOne-Handed Weapons3Reach 1(Str)S2 kg5/3 days2,000¥23-B2 hour battery life; 1 hour recharge time
whipWhips5Reach 2(Str)L1 kg4/2 days300¥210-CImpact Armor doubled vs. whip; entangle
Improvised Melee
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
baseball batOne-Handed Weapons/Two-Handed WeaponsReach 1(Str+1)M StunLegal
bottleOne-Handed WeaponsReach 0(Str)LLegalmay become broken bottle on hit
broken bottleKnivesReach 0(Str)LLegal
chainChain WeaponsReach 1(Str+2)M StunLegal
chainsawChainsawReach 1(Str+2)SLegal
chairTwo-Handed WeaponsReach 1(Str+2)M StunLegal
fork or utensilKnivesReach 0(Str-1)LLegal
frying panOne-Handed WeaponsReach 0(Str-1)M StunLegal
metahuman bodyUnarmed CombatReach 1(Body+2)M StunLegalminimum Str weapon's Body; weapon and target both take damage based on the other's Body
pistolwhipUnarmed CombatReach 0(Str+1)M Stunas pistol-
pool cueTwo-Handed WeaponsReach 1(Str+2)L StunLegal
potted plantOne-Handed WeaponsReach 0(Str+1)M StunLegal
rifle buttTwo-Handed WeaponsReach 1(Str+2)M Stunas rifle-
steel pipeOne-Handed WeaponsReach 1(Str+2)M StunLegal
Projectile
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
bowProjectile Weapons2(Str)×1/(Str)×10/(Str)×30/(Str)×60(Str min+2)M1 kg3/36 hrs100 × Str min¥15-DStr minimum 1+
heavy crossbowProjectile Weapons(Str)×5/(Str)×15/(Str)×40/(Str)×606S4 kg6/36 hrs750¥15-DStr minimum 5
light crossbowProjectile Weapons2(Str)×2/(Str)×8/(Str)×20/(Str)×406L2 kg4/36 hrs300¥16-DStr minimum 3
medium crossbowProjectile Weapons2(Str)×3/(Str)×12/(Str)×30/(Str)×506M3 kg5/36 hrs500¥16-DStr minimum 4
pistol crossbowProjectile Weapons50/0/0/04L1 kg3/36 hrs200¥18P-D
Ranger-X BowProjectile Weapons2(Str)×1/(Str)×10/(Str)×30/(Str)×60(Str min+4)M1.5 kg5/36 hrs120 × Str min¥25P-DStr minimum 2+
repeater crossbowProjectile Weapons2(Str)×3/(Str)×12/(Str)×30/(Str)×505 (m)6M4 kg8/2 days800¥25P-DStr minimum 4
sling launcherProjectile Weapons(Str)×3/(Str)×5/(Str)×20/(Str)×30per object7 kg1/14 hrs40¥15-DStr minimum 5
slingshotProjectile Weapons8(Str)×1/(Str)×2/(Str)×5/(Str)×7(Str min+2)L Stun0.5 kg2/12 hrs5 × Str min¥18-DStr minimum 1+
Thrown
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
caltropThrowing Weapons8(Str)×3/(Str)×5/(Str)×10/(Str)×20(Body)L0.5 kg3/36 hrs18-AQuickness 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
netThrowing Weapons22/4/6/104 kg5/2 days500¥2Legalif 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
shurikenThrowing Weapons8(Str)×1/(Str)×2/(Str)×5/(Str)×7(Str)L0.25 kg2/1 day30¥26-D
throwing knifeThrowing Weapons9(Str)×1/(Str)×2/(Str)×3/(Str)×5(Str)L0.25 kg2/1 day20¥18-D
thrown harpoonThrowing Weapons2(Str)×1/(Str)×2/(Str)×3/(Str)×5(Str+2)M4 kg4/2 days500¥24-C
thrown javelinThrowing Weapons3(Str)×3/(Str)×5/(Str)×20/(Str)×30(Str+2)L2 kg4/2 days100¥26-C
thrown spearThrowing Weapons2(Str)×3/(Str)×5/(Str)×10/(Str)×20(Str+4)L2 kg4/2 days200¥24-C
thrown tomahawkThrowing Weapons6(Str)×1/(Str)×2/(Str)×3/(Str)×5(Str)M0.5 kg4/2 days200¥15-A
Improvised Ranged
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
aerosol and lighterSpray Weapons2m4LLegalfire
baseballThrowing Weapons(Str)×3/(Str)×5/(Str)×20/(Str)×30(Str)L StunLegal
bowling ballThrowing Weapons(Str)×0/(Str)×0/(Str)×1/(Str)×1(Str)M StunLegal
brickThrowing Weapons(Str)×0/(Str)×1/(Str)×1/(Str)×2(Str-2)L StunLegal
thrown combat axeThrowing Weapons2(Str)×0/(Str)×0/(Str)×1/(Str)×1(Str)S2 kg3/1 day750¥23-B
cue ballThrowing Weapons(Str)×3/(Str)×5/(Str)×20/(Str)×30(Str)L StunLegal
grapple gunProjectile Weapons(Str)×5/(Str)×15/(Str)×40/(Str)×605M Stun2.25 kg4/36 hrs450¥24P-Uline holds 1,000kg
metahuman bodyThrowing Weapons((Str-Body)÷2)m(Body+2)L StunLegalStrength minimum missile's Body; target and weapon both take damage based on the other's Body; two-handed
Molotov cocktailThrowing Weapons(Str)×1/(Str)×2/(Str)×5/(Str)×76M3-Jfire
nail gunPistol2/7/15/258MLegalImpact Armor applies
rockThrowing Weapons(Str)×3/(Str)×5/(Str)×10/(Str)×20(Str+1)L StunLegal
thrown swordThrowing Weapons4(Str)×0/(Str)×0/(Str)×0/(Str)×1(Str+2)M1 kg3/1 day500¥14-B
Hold-out Pistol
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Cavalier ScoutPistols95/15/30/507 (c)SA4L0.25 kg10/3 days600¥210P-E
Morrissey ÉlanPistols85/15/30/505 (c)SA5L0.5 kg8/7 days500¥210P-Ecannot fire flechette
Raecor StingPistols95/15/30/505 (c)SS4M(f)0.25 kg10/7 days375¥210P-Efires only flechette
Streetline SpecialPistols85/15/30/506 (c)SS4L0.5 kg2/12 hrs100¥0.7510P-E
Tiffani NeedlerPistols85/15/30/504 (c)SA5M(f)0.5 kg7/2 days650¥210P-Efires only flechette
Tiffani Self-DefenderPistols85/15/30/504 (c)SS4L0.5 kg2/12 hrs450¥0.7510P-E
Walther Palm PistolPistols95/15/30/502 (b)SS4L0.25 kg3/12 hrs200¥0.7510P-Ecan fire both rounds in a single action as a short burst
Light Pistol
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares Light Fire 70Pistols55/15/30/5016 (c)SA6L0.5 kg3/12 hrs475¥0.88P-E
Ares SuperSquirt IIPistols75/15/30/5050/20/20 (c)SAby chemical2 kg9/14 days800¥1.56P-Edelivers 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 101TPistols55/15/30/5012 (c)SA6L1 kg3/12 hrs350¥0.88P-E
Beretta 200STLight Automatics45/15/30/5026 (c)SA/BF*6L2 kg5/1 day750¥1.56-GComplex Action burst fire; detachable stock (+1 RC)
Ceska vz/120Pistols75/15/30/5018 (c)SA6L1 kg3/12 hrs500¥0.88P-E
Colt American L36Pistols65/15/30/5011 (c)SA6L1 kg3/12 hrs350¥0.88P-E
Colt AspPistols55/15/30/506 (cy)SA6L1 kg3/12 hrs200¥0.58P-Ecannot mount silencers
dart pistolPistols75/15/30/505 (c)SAby chemical1.5 kg6/2 days600¥2Legaldarts act as chemical injection delivery vector
Fichetti Executive ActionLight Automatics65/15/30/5024 (c)SA/BF6L1.5 kg14/7 days1,150¥36-G
Fichetti Security 500Pistols75/15/30/5012 (c)SA6L1 kg3/12 hrs400¥0.88P-E
Fichetti Security 500aPistols65/15/30/5025 (c)SA6L1.25 kg3/12 hrs550¥0.88P-Edetachable stock (+1 RC)
Hämmerli Model 610SPistols45/20/40/606 (c)SA6L2.5 kg8/1 day1,300¥2.56P-Ebarrel-mounted gas vent (1 RC); uses Heavy Pistol ranges
SA PuzzlerPistols65/15/30/5012 (c)SA6L0.75 kg9/7 days900¥28P-Ebreaks 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-120Pistols55/15/30/5012 (c)SA6L1 kg3/12 hrs400¥0.88P-Etop-mounted laser sight
Taurus Multi-6Pistols65/15/30/506 (cy)SA/SS6L/7M1 kg5/1 day500¥0.758P-Ecan 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-120Pistols8 (6)5/15/30/5010 (15) (c)SA6L0.75 kg6/36 hrs700¥28P-Eextended clip grants +5 shots, -2 Concealability
Machine Pistol
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares CrusaderLight Automatics65/15/30/5040 (c)SA/BF6L3.25 kg5/36 hrs950¥25-Gbarrel-mounted gas vent II (RC 2)
Ceska Black ScorpionLight Automatics55/15/30/5035 (c)SA/BF6L3 kg5/36 hrs850¥25-Gfolding stock (+1 RC)
Steyr TMPLight Automatics65/15/30/5030 (c)SA/BF/FA6L2 kg8/2 days900¥25-G
Heavy Pistol
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares PredatorPistols55/20/40/6015 (c)SA9M2.25 kg3/1 day450¥0.56P-E
Ares Predator IIPistols45/20/40/6015 (c)SA9M2.5 kg4/1 day550¥0.56P-Einternal Smartgun system
Ares Predator IIIPistols45/20/40/6015 (c)SA9M2.25 kg5/1 day650¥16P-Einternal Smartgun-2 system
Ares Viper SlivergunLight Automatics65/20/40/6030 (c)SA/BF9S(f)2 kg3/2 days600¥16P-Eintegral silencer; fires only flechette
Browning Max-PowerPistols65/20/40/6010 (c)SA9M2 kg3/1 day450¥16P-E
Browning Ultra-PowerPistols65/20/40/6010 (c)SA9M2.25 kg4/1 day525¥1.56P-Etop-mounted laser sight
Cavalier DeputyPistols45/20/40/607 (cy)SA9M2.25 kg3/1 day300¥0.56P-Ecannot mount silencers
Colt ManhunterPistols55/20/40/6016 (c)SA9M2.5 kg4/1 day425¥16P-Ebarrel-mounted laser sight
Elchiro Hatamoto IIPistols/Shotguns65/20/40/601 (m)SS8S2.5 kg12/7 days1,200¥25P-Eshotgun
FN 5-7CLight Automatics55/20/40/6020 (c)SA/BF6L2.5 kg9/2 days700¥26P-ERC 1; uses light pistol ammo
Morrissey AltaPistols65/20/40/6012 (c)SA9M1 kg8/2 days1,200¥26P-Eunderbarrel laser sight
Morrissey ElitePistols75/15/30/505 (c)SA9M1 kg6/2 days550¥0.56P-Eunderbarrel laser sight; light pistol ranges
Remington RoomsweeperPistols/Shotguns65/20/40/608 (m)SA9S(f)2.5 kg3/1 day300¥16P-Eshotgun
Ruger Super WarhawkPistols45/20/40/606 (cy)SS10M2.5 kg3/1 day300¥16P-E
Ruger Thunderbolt (laser sight)Pistols45/20/40/6012 (c)BF12S2.75 kg14/12 hrs1,250¥62P-Efires 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)Pistols45/20/40/6012 (c)BF12S2.75 kg14/12 days1,400¥62P-Efires two-round burst (already figured into damage code), with no recoil penalty on first burst, but +4 on second; internal Smartgun system
Savalette GuardianLight Automatics55/20/40/6012 (c)SA/BF*9M3.25 kg6/36 hrs900¥2.56P-EComplex Action burst fire; RC 1; internal Smartgun system
WW InfiltratorPistols55/20/40/6015 (c)SA9M2 kg9/7 days1,200¥26P-Ebreaks 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
Taser
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Defiance Super ShockPistols45/10/12/154 (m)SA10S Stun2 kg5/1 day1,000¥16P-Etop-mounted low-light imaging scope; shock
Yamaha PulsarPistols55/10/12/154 (m)SA8D Stun2 kg12/7 days1,350¥26P-Eshock
SMG
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
AK-97 SMG/CarbineLight Automatics410/40/80/15030 (c)SA/BF/FA6M4 kg5/3 days800¥14-Gfolding stock (+1 RC)
Beretta Model 70Light Automatics310/40/80/15035 (c)BF/FA6M3.75 kg5/3 days900¥14-Gtop-mounted laser sight; barrel-mounted suppressor
Colt Cobra TZ-110Light Automatics410/40/80/15032 (c)SA/BF/FA6M3 kg6/36 hrs800¥24-Gbarrel-mounted gas vent II (RC 2); folding stock (+1 RC)
Colt Cobra TZ-115Light Automatics410/40/80/15032 (c)SA/BF/FA6M3 kg6/36 hrs750¥24-Gtop-mounted laser sight
Colt Cobra TZ-118Light Automatics510/40/80/15032 (c)SA/BF/FA6M3 kg6/36 hrs850¥24-Ginternal Smartgun system
Colt M24A3 Water CarbineLight Automatics510/40/80/15030 (c)SA/BF6M3.5 kg5/2 days1,000¥2.54-Gfires underwater without penalty
HK227Light Automatics410/40/80/15028 (c)SA/BF/FA7M4 kg4/1 day1,500¥0.754-Gunderbarrel laser sight; gas vent II (RC 2); folding stock (+1 RC)
HK227-SLight Automatics510/40/80/15028 (c)SA/BF7M4 kg10/7 days1,200¥23-Gunderbarrel laser sight; sound suppressor; folding stock (+1 RC)
HK MP-5 TXLight Automatics510/40/80/15020 (c)SA/BF/FA6M3.25 kg5/36 hrs850¥14-Gbarrel-mounted gas vent II (RC 2); underbarrel laser sight
Ingram SmartgunLight Automatics510/40/80/15032 (c)BF/FA7M3 kg4/1 day950¥14-Ginternal Smartgun system; gas vent II (RC 2); folding stock (+1 RC)
Ingram SuperMach 100 (standard clip)Light Automatics510/40/80/15040 (c)SA/BF/FA6L3 kg9/2 days850¥34-GRC 3; double fire rate; cannot use barrel accessories
Ingram SuperMach 100 (extended clip)Light Automatics410/40/80/15060 (c)SA/BF/FA6L3.25 kg9/2 days875¥34-GRC 3; double fire rate; cannot use barrel accessories
Ingram Warrior-10Light Automatics410/40/80/15030 (c)SA/BF7M3 kg3/1 day650¥0.94-G
Sandler TMPLight Automatics410/40/80/15020 (c)BF/FA6M3.25 kg5/36 hrs500¥14-Gfolding stock (+1 RC); top-mounted laser sight
SCK Model 100Light Automatics410/40/80/15030 (c)SA/BF7M4.5 kg5/36 hrs1,000¥14-G
Uzi IIILight Automatics510/40/80/15024 (c)BF6M2 kg4/1 day600¥0.754-Gtop-mounted laser sight; folding stock (+1 RC)
Sporting Rifle
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares Cascade RifleRifles410/40/80/150100/20 (c)SAby chemical5.5 kg12/14 days1,800¥26P-Fdelivers 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 rifleRifles410/20/50/10010 (c)SAby chemical3.25 kg8/2 days1,700¥2Legaldarts act as chemical injection delivery vector
Remington 750Rifles3100/250/500/7505 (m)SA7S3 kg3/1 day600¥15P-Ftop-mounted imaging scope (Magnification 1)
Remington 950Rifles2100/250/500/7505 (m)SA9S4 kg3/1 day800¥15P-Ftop-mounted imaging scope (Magnification 1)
Ruger 100Rifles2100/250/500/7505 (m)SA7S3.75 kg3/1 day1,300¥15P-Ftop-mounted imaging scope (Magnification 3)
Sniper Rifle
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Barrett Model 121Rifles150/300/700/100014 (c)SA14D10 kg14/30 days4,800¥52-Jbarrel-mounted silencer; internal Smartgun system; 2 recoil per shot; folding bipod (+2 RC); uses custom APDS ammo
Ranger Arms SM-3Rifles150/300/700/10006 (m)SA14S4 kg12/7 days4,000¥42-Kgas vent II (RC 2); silencer; top mounted imaging scope (Magnification 2, thermographic or low light); (dis)assembles in 3 Complex Actions; fragile
Walther MA-2100Rifles150/300/700/100010 (m)SA14S4.5 kg12/7 days6,500¥42-Jinternal Smartgun system
Assault Rifle
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
AK-97Rifles350/150/350/55038 (c)SA/BF/FA8M4.5 kg3/36 hrs700¥22-G
AK-98Rifles250/150/350/55038 (c)SA/BF/FA8M6 kg8/4 days2,500¥41-Gunderbarrel grenade launcher
AK-98 grenade launcherLaunch Weapons/Rifles5–50/100/150/3006 (m)SSby grenade1-K
Ares AlphaRifles250/150/350/55042 (c)SA/BF/FA8M5.25 kg8/2 days2,000¥41-GRC 2; internal Smartlink-2 system; underbarrel grenade launcher
Ares Alpha grenade launcherLaunch Weapons/Rifles5–50/100/150/3008 (m)SSas grenade1-K
Ares ELD-AR Assault RifleRifles450/150/350/55050 (c)SA/BF4L Stun + chemical4.5 kg9/7 days950¥2Legalfires 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 HVARRifles250/150/350/55050 (c)SA/BF/FA6M5 kg14/7 days3,200¥42-GRC 3; internal Smartlink-2 system; double fire rate; cannot use barrel-mounted accessories
Colt M22A2Rifles350/150/350/55040 (c)SA/BF/FA8M4.75 kg4/3 days1,600¥22-Gbarrel-mounted gas vent I (RC 1); top-mounted imaging scope (Magnification 2); underbarrel grenade launcher
Colt M22A2 grenade launcherLaunch Weapons/Rifles5–50/100/150/3006 (m)SSas grenade1-K
Colt M23Rifles350/150/350/55040 (c)SA/BF/FA8M4.5 kg6/36 hrs950¥22-G
FN HARRifles250/150/350/55035 (c)SA/BF/FA8M4.5 kg4/2 days1,200¥22-Gfolding stock; top-mounted laser sight; gas vent II (RC 2)
HK G12A3zRifles250/150/350/55032 (c)SA/BF/FA8M5.25 kg8/4 days2,200¥32-Gbarrel-mounted gas vent II (RC 2); top-mounted laser sight; telescoping stock
HK G380/0/0/030 (c)12/7 days4,000¥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)Rifles250/150/350/55030 (c)SA/BF/FA8M3.25 kg2-Greconfigurable; 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)Rifles3100/250/500/75030 (c)SA/BF7S3 kg3-Freconfigurable; 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 Weapons75/200/400/80030 (c)BF/FA8M4 kg33-Hreconfigurable; 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/88VRifles250/150/350/55035 (c)SA/BF/FA8M5.5 kg5/36 hrs1,800¥22-Gbarrel-mounted gas vent II (RC 2); underbarrel laser sight; top-mounted imaging scope (Magnification 2); folding stock
Steyr AUG-CSL0/0/0/040 (c)10/4 days4,500¥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)Rifles250/150/350/55040 (c)SA/BF/FA8M4 kg2-Greconfigurable; 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)Rifles3100/250/500/75040 (c)SA/BF7S3.75 kg3-Freconfigurable; 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)Light Automatics510/40/80/15040 (c)SA/BF6M3.5 kg3-Greconfigurable; 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 Weapons75/200/400/80040 (c)SA/BF/FA8M5.5 kg3-Hreconfigurable; 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
Shotgun
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Defiance T-250Shotguns410/20/50/1005 (m)SA10S3 kg3/1 day500¥15P-Fshotgun
Defiance T-250 (short-barrel)Shotguns65/20/40/605 (m)SA9M3 kg3/1 day500¥15P-Fshotgun
Enfield AS-7Shotguns310/20/50/10010 (c)SA/BF8S4 kg8/8 days1,000¥15P-Fshotgun; top-mounted laser sight
Franchi SPAS-22Shotguns2 (4)10/20/50/10010 (m)SA/BF10S4 kg8/8 days1,000¥25-Fshotgun; internal Smartgun-2 system; folding stock (+1 RC)
Mossberg CMDTShotguns210/20/50/1008 (c)SA/BF9S4.25 kg8/8 days1,000¥15-Fshotgun; top-mounted laser sight
Mossberg SM-CMDTShotguns210/20/50/1008 (c)SA/BF9S4.5 kg12/8 days1,500¥23-Fshotgun; internal Smartgun system
Remington 990Shotguns210/20/50/1008 (m)SA8S/10D(f)4 kg3/2 days650¥25P-Fshotgun
Remington 990 (sawed-off)Shotguns410/20/50/1008 (m)SA6S/8D(f)4 kg3/2 days650¥25P-Fshotgun
Street SweeperShotguns5/10/12/151 (b)SS10S(f)3 kg5/1 day200¥23-Fshotgun; fires only shot rounds; 2 Simple Actions to load; uses taser ranges; cannot mount accessories
LMG
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares HV MP-LMGHeavy Weapons75/200/400/80080 (c)SA/BF/FA6S8 kg20/14 days4,500¥42-KRC 3; internal Smartgun-2 system; double fire rate; cannot use barrel-mounted accessories
Ares MP-LMGHeavy Weapons75/200/400/80050 (c)BF/FA7S7.5 kg6/5 days2,200¥22-Hbarrel-mounted gas vent II (RC 2); hip-pad brace (+1 RC); underbarrel laser sight
GE Vindicator MinigunHeavy Weapons75/200/400/80050 (c)FA7S15 kg24/14 days2,500¥21-Kfires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories
Ingram ValiantHeavy Weapons75/200/400/80050 (c)BF/FA7S9 kg6/5 days1,500¥21-Hgas vent II (RC 2); recoil pad (+1 RC)
MMG
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
FN MAG-5 MMGHeavy Weapons80/250/750/120050 (box)FA9S9.5 kg18/14 days3,200¥32-Hbarrel-mounted gas vent II (RC 2); folding tripod (+6 RC); top-mounted laser sight
Ultimax MMGHeavy Weapons80/250/750/120040 (c)FA9S12 kg14/14 days2,500¥22-Hfold-out tripod (+6 RC)
HMG
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
RPK HMGHeavy Weapons80/250/800/150040 (c)FA10S15 kg18/18 days4,000¥22-Hfold-out tripod (+6 RC)
Stoner-Ares M107Heavy Weapons80/250/800/150040 (c)FA10S12.5 kg18/14 days5,200¥32-Htop-mounted laser sight; barrel-mounted gas vent III (RC 3); detachable underbarrel tripod (+6 RC)
Assault Cannon
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares Vigorous Assault CannonHeavy Weapons100/300/900/240020 (c)SS18D20 kg16/14 days6,500¥22-H
Panther Assault CannonHeavy Weapons100/300/900/240022 (c)SS18D18 kg16/14 days7,200¥22-Hdetachable underbarrel folding bipod (RC 2) or hip brace (RC 1)
Grenade Launcher
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares AntiochLaunch Weapons/Rifles65–50/100/150/3006 (m)SSby grenade2 kg8/4 days1,700¥31-K
ArmTech MGL-6Launch Weapons65–50/100/150/3006 (c)SAas grenade2.5 kg6/36 hrs1,600¥31-K
ArmTech MGL-12Launch Weapons35–50/100/150/30012 (c)SAas grenade5 kg6/36 hrs2,200¥31-K
Minigrenade
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
minigrenade, concussionLaunch Weapons85–50/100/150/30012M Stun0.1 kg7/4 days60¥33-JBlast -1/m
minigrenade, defensive APLaunch Weapons85–50/100/150/30010D(f)0.1 kg7/4 days60¥33-JBlast -1/0.5 m
minigrenade, defensive HELaunch Weapons85–50/100/150/30010S0.1 kg7/4 days60¥33-JBlast -1/0.5 m
minigrenade, flareLaunch Weapons85–50/100/150/3000.1 kg4/1 day80¥2Legalnegates visibility modifiers for darkness in 30m radius for 10 minutes; +2 glare visibility modifier for anyone looking towards it (flare compensation negates)
minigrenade, flashLaunch Weapons85–50/100/150/3005L0.1 kg6/2 days80¥23-Janyone 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 Weapons75–50/100/150/3006S Stun0.1 kg10/4 days120¥33-Jaffects 10m radius for 2 Combat Turns; 1 Combat Turn onset; +2 TN to all tests for 1 hour even when resisted
minigrenade, incendiaryLaunch Weapons75–50/100/150/3008M0.1 kg6/4 days100¥33-Jflammable 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, inkLaunch Weapons85–50/100/150/3000.1 kg6/4 days80¥3Legalunderwater, produce a 5m radius ink cloud that inflicts a +4 visibility penalty
minigrenade, IPE concussionLaunch Weapons75–50/100/150/30016M Stun0.1 kg10/7 days140¥33-JBlast -1/m
minigrenade, IPE defensive APLaunch Weapons75–50/100/150/30015D(f)0.1 kg10/7 days120¥33-JBlast -1/0.5m
minigrenade, IPE defensive HELaunch Weapons75–50/100/150/30015S0.1 kg10/7 days120¥33-JBlast -1/0.5m
minigrenade, IPE offensive APLaunch Weapons75–50/100/150/30015D(f)0.1 kg10/7 days120¥33-JBlast -1/m
minigrenade, IPE offensive HELaunch Weapons65–50/100/150/30015S0.1 kg10/7 days120¥33-JBlast -1/m
minigrenade, IR smokeLaunch Weapons85–50/100/150/3000.1 kg6/2 days80¥35-JIR smoke fills 10m radius for 2 Combat Turns
minigrenade, offensive APLaunch Weapons85–50/100/150/30010D(f)0.1 kg7/4 days60¥33-JBlast -1/m
minigrenade, offensive HELaunch Weapons85–50/100/150/30010S0.1 kg7/4 days60¥33-JBlast -1/m
minigrenade, smokeLaunch Weapons85–50/100/150/3000.1 kg5/1 day60¥35-Jsmoke fills 10m radius for 2 Combat Turns
minigrenade, superflashLaunch Weapons75–50/100/150/30012M Stun/5L0.1 kg12/14 days160¥42-JFlash 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 phosphorusLaunch Weapons85–50/100/150/30014M0.1 kg8/5 days240¥43-JBlast -1/m; fire; anything caught in initial blast takes 10L fire damage for next 15 Combat Turns
Z-IC Splash GrenadeLaunch Weapons75–50/100/150/300as chemical0.1 kg10/4 days100¥33-Jspreads chemical over 5m radius; price does not include contents, 10 doses of chemical
Missile Launcher
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Aztechnology LasherLaunch Weapons4/—20–150/450/1200/30001 (b)SSby missile3 kg12/14 days4,000¥31-Klow-light imaging scope (Rating 2); 10 Combat Turns to (dis)assemble
IWS Multi-LauncherLaunch Weapons20–150/450/1200/30004 (b)SSby missile8 kg12/14 days8,000¥21-K
Spike Disposable LauncherLaunch Weapons20–150/450/1200/30001 (b)SSby missile1 kg10/7 days800¥21-Ksingle use
Arbelast II MAWLaunch Weapons20–150/450/1200/30001 (b)SS15D (HE)2.75 kg8/2 days1,200¥21-KBlast -1/0.5m; Scatter 2d6+2
Arbelast II MAW rocket20–150/450/1200/300015D (HE)2.5 kg8/2 days900¥21-JBlast -1/0.5m; Scatter 2d6+2
Saeder-Krupp Ballista Missile LauncherLaunch Weapons20–100/500/3000/50004 (m)SS14D (AV)6.5 kg18/30 days10,500¥41-KBlast -7/m; Scatter 2d6
Saeder-Krupp Ballista MK I rocket20–100/500/3000/500014D (AV)2.75 kg12/21 days1,000¥41-JBlast -7/m; Scatter 2d6
Saeder-Krupp Ballista MK II missile20–100/500/3000/500014D (AV)2.75 kg14/28 days2,000¥41-JIntelligence 6; Blast -7/m; Scatter 2d6
Saeder-Krupp Ballista MK III missile20–100/500/3000/500014D (AV)2.75 kg18/28 days2,500¥41-JIntelligence 5; Blast -7/m; Scatter 2d6
Great Dragon ATGMLaunch Weapons20–350/750/1500/50001 (b)SS20D (AV)2.75 kg8/2 days1,200¥21-KBlast -5/m; Scatter 2d6; optical imaging scope (Rating 2)
Great Dragon ATGM missile20–350/750/1500/500020D (AV)3 kg8/2 days1,000¥21-JIntelligence 4; Blast -5/m; Scatter 2d6
M79B1 LAWLaunch Weapons4/—20–150/450/1200/30001 (b)SS12D (HE)2.5 kg6/36 hrs700¥21-KBlast -1/0.5 m; Scatter 2d6+2; single use
M79B1 LAW rocket20–150/450/1200/300012D (HE)2.5 kg6/36 hrs750¥21-JBlast -1/0.5m; Scatter 2d6+2
Vogeljäger Man-Portable Missile LauncherLaunch Weapons25–200/600/2000/40001 (b)SS14D (AV)/(8D (AV) on ground)8 kg18/28 days12,500¥41-KBlast -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 missile25–200/600/2000/400014D (AV)/(8D (AV) on ground)17 kg18/28 hrs5,000¥41-JIntelligence 5; Blast -2/m (-2/0.5 m on ground); Scatter 2d6; +4 TN on Attack Tests vs. ground targets
Launcher Munitions
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
AP rocket20–150/450/1200/300016D2 kg8/14 days1,000¥21-KBlast -1/0.5m
AV rocket20–150/450/1200/300016D3 kg8/14 days2,000¥21-KBlast -8/m
HE rocket20–150/450/1200/300016D2 kg8/14 days1,500¥21-KBlast -1/m
AP missile20–150/450/1200/300016D2.25 kg12/14 days2,500¥31-KBlast -1/0.5m; Intelligence 3
AV missile20–150/450/1200/300016D3.25 kg12/14 days5,000¥31-KBlast -8/m; Intelligence 4
HE missile20–150/450/1200/300016D2.25 kg12/14 days3,750¥31-KBlast -1/m; Intelligence 3
Mortar
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
M-12 Portable Mortar SystemLaunch Weapons150–300/1000/4000/60001 (b)SSby shell30 kg12/14 days3,000¥21-J
Mortar Munitions
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
mortar shell, AP3150–300/1000/4000/600018D (f)4 kg18/14 days250¥31-JBlast -1/m
mortar shell, AV3150–300/1000/4000/600016D4 kg18/21 days250¥41-JBlast -4/m
mortar shell, HE3150–300/1000/4000/600018D4 kg18/14 days200¥31-JBlast -1/0.5m
mortar shell, incendiary3150–300/1000/4000/60008M4 kg18/14 days150¥31-Jflammable 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, smoke3150–300/1000/4000/60003.5 kg18/14 days175¥21-Jdeploys 15m radius smoke cloud for 4 minutes
mortar shell, IR smoke3150–300/1000/4000/60003.5 kg18/21 days200¥21-Jdeploys 15m radius thermal smoke cloud for 4 minutes
Flamethrower
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
flamethrowerSpray Weapons10/20/50/10010 (tank)SS8M21 kg10/7 days1,000¥32-Kfire
Shiawase BlazerSpray Weapons410/20/50/1004 (tank)SS6M6 kg12/14 days750¥34-Kfire
Laser
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares MP Heavy Laser PlusLaser Weapons150/300/700/100050 (batt)SA18M30 kg27/30 days300,000¥31-Klaser; underbarrel-mounted tripod; recharge 1 shot/2 hours
Ares MP Laser IIILaser Weapons100/250/500/75020 (batt)SA15M20 kg24/21 days120,000¥32-Klaser; recharge 1 shot/hour
Ares RedlineLaser Weapons35/20/40/6010 (c)SA12M5 kg18/21 days75,000¥34-Klaser; recharge 2 shots/hour
Miscellaneous
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
Ares Executive ProtectorLight Automatics10/310/40/80/15035 (c)SA/BF/FA6M5 kg6/3 days2,000¥1.54-Gdouble uncompensated recoil when in briefcase; integral sound suppressor; folding stock when not in briefcase (+1 RC); may mount only underbarrel accessories
blowgunBlowgun73/8/12/151 (b)SSby dart0.25 kg4/12 hrs10¥110-D
bracerPistols75/15/30/501 (b)SS6L0.3 kg12/7 days1,300¥38P-E+1 TN on attack; cannot mount accessories
gun canePistols2/95/15/30/501 (b)SS6L1 kg10/7 days500¥38P-Ecannot mount accessories
FN-AAL Gyrojet PistolPistols510/20/50/10010 (c)SA12M2 kg4/2 days1,000¥26-Kuses Heavy Pistol ranges and increases damage to 12S underwater
net gun (normal)Shotguns43–10/20/50/1004 (b)SA4 kg8/36 hrs750¥26P-Ecannot 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)Shotguns33–10/20/50/1004 (b)SA4.5 kg8/36 hrs1,150¥26P-Ecannot 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)
speargunShotguns10/40/80/1501 (b)SS6M2 kg3/1 day800¥15P-D
splat gunLaunch Weapons410/20/50/1002 (m)SSglue3 kg9/7 days600¥2Legaltargets 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 tankSpray Weapons45/10/12/1520 (tank)SSas chemical5 kg3/12 hrs100¥1Legalcapacity 2 l; spread adjustable as per shotgun choke rules; CO2 charge good for 50 uses and may be recharged for 50¥
Grenade
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
grenade, concussionThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2012M Stun0.25 kg5/4 days30¥23-JBlast -1/m
grenade, defensive APThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2010D(f)0.25 kg5/4 days30¥23-JBlast -1/0.5 m
grenade, defensive HEThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2010S0.25 kg5/4 days30¥23-JBlast -1/0.5 m
grenade, flareThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×200.25 kg2/1 day40¥1Legalnegates visibility modifiers for darkness in 30m radius for 10 minutes; +2 glare visibility modifier for anyone looking towards it (flare compensation negates)
grenade, flashThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×205L0.25 kg4/2 days40¥13-Janyone 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 Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×206S Stun0.25 kg8/4 days60¥23-Jaffects 10m radius for 2 Combat Turns; 1 Combat Turn onset; +2 TN to all tests for 1 hour even when resisted
grenade, incendiaryThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×208M0.5 kg4/4 days50¥23-Jflammable 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, inkThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×200.25 kg4/4 days40¥2Legalunderwater, produce a 5m radius ink cloud that inflicts a +4 visibility penalty
grenade, IPE concussionThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2016M Stun0.5 kg8/7 days70¥23-JBlast -1/m
grenade, IPE defensive APThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2015D(f)0.5 kg8/7 days60¥23-JBlast -1/0.5m
grenade, IPE defensive HEThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2015S0.5 kg8/7 days60¥23-JBlast -1/0.5m
grenade, IPE offensive APThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2015D(f)0.5 kg8/7 days60¥23-JBlast -1/m
grenade, IPE offensive HEThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2015S0.5 kg8/7 days60¥23-JBlast -1/m
grenade, IR smokeThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×200.25 kg4/2 days40¥25-JIR smoke fills 10m radius for 2 Combat Turns
grenade, offensive APThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2010D(f)0.25 kg5/4 days30¥23-JBlast -1/m
grenade, offensive HEThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2010S0.25 kg5/4 days30¥23-JBlast -1/m
grenade, smokeThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×200.25 kg3/1 day30¥25-Jsmoke fills 10m radius for 2 Combat Turns
grenade, superflashThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×2012M Stun/5L0.25 kg10/14 days80¥32-JFlash 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 phosphorusThrowing Weapons6(Str)×3/(Str)×5/(Str)×10/(Str)×2014M0.25 kg6/5 days120¥33-JBlast -1/m; fire; anything caught in initial blast takes 10L fire damage for next 15 Combat Turns
Z-IC Splash GrenadeThrowing Weapons5(Str)×3/(Str)×5/(Str)×10/(Str)×20as chemical0.25 kg8/4 days50¥23-Jspreads chemical over 5m radius; price does not include contents, 10 doses of chemical
Explosives
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
commercial explosives (×1 kg)Demolitions60/0/0/0(3×√kg)D1 kg6/2 days60¥14P-JBlast -3/m
Compound IV plastic explosives (×1 kg)Demolitions60/0/0/0(6×√kg)D1 kg8/2 days80¥14-JBlast -6/m
Compound XII plastic explosives (×1 kg)Demolitions60/0/0/0(12×√kg)D1 kg10/2 days200¥23-JBlast -12/m
AP mineDemolitions80/0/0/0as grenade2 kgas grenade/0 daysas grenade×10¥22-Jas grenade
AV mineDemolitions60/0/0/012D5 kg10/7 days500¥31-JBlast -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 torpedoDemolitions30/0/0/020D6 kg14/14 days25,000¥1-JBlast -1/0.5m
claymore mineDemolitions60/0/0/016D1 kg8/14 days200¥21-JBlast -1/m; Power halved outside 60° frontal arc
detonation cord (×30m)Demolitions30/0/0/012S1 kg14/14 days2,500¥23-JBlast -1/m
Vehicular
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
AN/EDQ-12 ANDREWSGunnery20–100/500/3000/500050 (batt)SA/BF9LN1200 kg600,000¥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 LaserGunnery200/350/750/1200040 (batt)SA15S48 kg300,000¥1-Klaser; -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 gunGunnery100/250/500/7501SSas harpoon20 kg3/1 day6,500¥22P-D
heavy mortarGunnery800/2000/6000/80001SSas mortar150 kg15/21 days10,000¥31-K
light howitzerGunnery1000/3500/7500/125001SSas shell1000 kg100,000¥1-K
light naval gunGunnery100–2500/6000/12000/18000500 (bin)SA8LN250 kg225,000¥1-K
medium naval gunGunnery100–4000/12000/18000/25000500 (bin)SS11MN600 kg475,000¥1-K
FN Piranha Mini-Torpedo LauncherGunnery100/500/3000/50008 (bin)SSas rocket/missile120 kg16/21 days15,000¥31-Kworks only against underwater targets
Aztechnology Relámpago Medium RailgunGunnery1200/3000/5000/16000100 (belt)SS8MN770 kg620,000¥1-Krequires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 1 shot/hour
Ares Vaporizer Heavy RailgunGunnery2000/5000/8000/24000100 (belt)SS15MN1540 kg1,000,000¥1-Krequires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 1 shot/2 hours
Ares Vengeance MinigunGunnery80/250/750/1200100 (belt)FA9S30 kg18/28 days50,000¥3.51-Kfires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories
Ares Vanquisher MinigunGunnery80/250/800/1500100 (belt)FA10S45 kg18/28 days75,000¥3.51-Kfires 15 rounds per full-auto burst; takes 1 Combat Turn to spin barrels up; cannot use barrel-mounted accessories
Ares Vigilant AutocannonGunnery100/500/2500/5000100 (belt)SS/FA18D90 kg20/45 days90,000¥51-Kminimum full-auto burst 6 rounds, maximum 12 rounds; fires assault cannon ammo
Ares Victory AutocannonGunnery100/500/2500/5000100 (belt)SS/FA20D105 kg20/45 days125,000¥51-Kminimum full-auto burst 6 rounds, maximum 12 rounds; fires assault cannon ammo
Aztechnology Xicohtencatl Light RailgunGunnery500/2000/4000/9000100 (belt)SS6LN135 kg135,000¥1-Krequires 1 Combat Turn between shots; can fire 20 shots before needing to be recharged; recharges 2 shots/hour
Cyberweapon
WeaponSkillConceal.Reach/RangeAmmoModeDamageWeightAvail.CostSILegalityFeatures
hand bladeUnarmed CombatReach 0(Str+3)L6/5 days7,500¥1.54P-REssence 0.10
retractable hand bladeUnarmed CombatReach 0(Str+3)L6/5 days10,000¥1.53P-REssence 0.25
hand razorsUnarmed CombatReach 0(Str)L3/3 days4,500¥13-NEssence 0.10
improved hand razorsUnarmed CombatReach 0(Str+2)L6/3 days13,000¥13-NEssence 0.10
retractable hand razorsUnarmed CombatReach 0(Str)L5/3 days9,000¥13-NEssence 0.20
retractable improved hand razorsUnarmed CombatReach 0(Str+2)L6/3 days17,500¥13-NEssence 0.20
spurUnarmed CombatReach 0(Str)M3/3 days7,000¥13-NEssence 0.10
retractable spurUnarmed CombatReach 0(Str)M5/3 days11,500¥13-NEssence 0.30
unarmed, aluminum bone lacingUnarmed CombatReach 0(Str+3)M Stun10 kg5/14 days25,000¥1.56P-QEssence 1.15; half Power (round up) to do Physical damage; Barrier Rating 8
unarmed, ceramic bone lacingUnarmed CombatReach 0(Str+3)M Stun15 kg6/21 days50,000¥26P-QEssence 1.50; half Power (round up) to do Physical damage; Barrier Rating 8
unarmed, plastic bone lacingUnarmed CombatReach 0(Str+2)M Stun5 kg5/14 days7,500¥1.56P-NEssence 0.50; half Power (round up) to do Physical damage; Barrier Rating 6
unarmed, titanium bone lacingUnarmed CombatReach 0(Str+4)M Stun15 kg5/14 days75,000¥1.56-REssence 2.25; half Power (round up) to do Physical damage; Barrier Rating 10
cyber dartgunPistols105/15/30/505 (m)SAby chemical8/7 days1,000¥26P-QEssence 0.30; darts act as chemical injection delivery vector
Fichetti Brand Cyberguns, holdout pistolPistols125/15/30/502 (m)SS4L8/7 days250¥28P-QEssence 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 pistolPistols105/15/30/5012 (m)SA6L8/7 days650¥26P-QEssence 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 pistolLight Automatics85/15/30/5012 (m)SA/BF6L8/7 days900¥24P-QEssence 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 pistolPistols85/20/40/6010 (m)SA9M8/7 days800¥24P-QEssence 0.60; can add port (0.1 Essence, -1 Conceal) to accept 10(c) external clip; cannot use non-cyberware accessories
Fichetti Brand Cyberguns, SMGLight Automatics610/40/80/15012 (m)SA/BF7M8/7 days1,800¥23P-QEssence 1.00; can add port (0.1 Essence, -1 Conceal) to accept 24(c) external clip; cannot use non-cyberware accessories
Fichetti Brand Cyberguns, shotgunShotguns610/20/50/10010 (m)SA8S8/7 days1,200¥24P-QEssence 1.10; shotgun; can add port (0.1 Essence, -1 Conceal) to accept 10(c) external clip; cannot use non-cyberware accessories
Ares CybersquirtPistols85/15/30/5010/10 (c)SAby chemical8/6 days1,400¥25P-QEssence 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 taserPistols105/10/12/152/10 (batt)SA10S Stun6/4 days2,000¥1.55P-QEssence 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 fangsUnarmed Combat5Reach -1(Str+1)L4/2 days5,000¥1LegalEssence 0.10
cyber fangs, extendableUnarmed Combat9Reach -1(Str+1)L5/2 days8,000¥15P-NEssence 0.15
cyber hornsUnarmed CombatReach -1(Str)M4/2 days12,000¥1LegalEssence 0.10
cyber horns, retractableUnarmed Combat8Reach -1(Str)M5/2 days16,000¥15P-NEssence 0.25
shock handUnarmed Combat5Reach 012 (batt)8S Stun6/4 days1,300¥24P-QEssence 0.25; shock
eye dartEye Gun102/7/15/251SSas 1/2 Power chemical8/14 days4,200¥27P-QEssence 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 gunEye Gun92/7/15/251SS3L6/7 days6,400¥36P-QEssence 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 laserLaser Weapons1/2/3/5SS*4L8/7 days3,000¥25P-NEssence 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 dartOral Gun105/15/30/503SSby chemical6/7 days3,600¥26P-QEssence 0.25; Biotech (4, 10 Combat Turns) Test to reload; acts as injection delivery vector for chemicals
oral gunOral Gun95/15/30/504SS4L6/3 days5,600¥36P-QEssence 0.40; Biotech (4, 10 Combat Turns) Test to reload
oral slasherUnarmed Combat10Reach 06M8/7 days10,500¥2.56P-QEssence 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 clawsUnarmed CombatReach 0(Str-1)L5/3 days10,000¥1.56P-NEssence 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 (ML, SM, DS), 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 (LM, MS, SD) 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.

Ammunition
AmmoConceal.WeightAvail.CostSILegalityEffects
regular arrow (×1)30.1 kg3/36 hrs10¥110-D
barbed arrow (×1)20.1 kg4/36 hrs12¥110P-DBiotech (8) test to remove arrow, or target takes 1 box additional Physical Damage
explosive arrow (×1)20.1 kg5/7 days30¥18P-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)20.1 kg7/14 days70¥26P-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)20.1 kg4/36 hrs20¥110P-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)20.1 kg7/14 days60¥26-Darrowhead 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)20.1 kg4/1 day10¥1Legalarrow emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun
blowgun dart (×20)-acts as chemical injection delivery vector
regular crossbow bolt (×1)40.05 kg5/36 hrs110-D
barbed crossbow bolt (×1)30.05 kg6/36 hrs110P-DBiotech (8) test to remove bolt, or target takes 1 box additional Physical Damage
explosive crossbow bolt (×1)30.05 kg7/7 days25¥18P-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)30.05 kg9/14 days65¥26P-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)30.05 kg6/36 hrs15¥110P-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)30.05 kg9/14 days55¥26-Dbolt 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)30.05 kg6/1 day1Legalbolt emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun
regular pistol crossbow bolt (×1)60.04 kg4/36 hrs110P-D
barbed pistol crossbow bolt (×1)50.04 kg5/36 hrs110P-DBiotech (8) test to remove bolt, or target takes 1 box additional Physical Damage
explosive pistol crossbow bolt (×1)50.04 kg6/7 days23¥18P-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)50.04 kg8/14 days63¥26P-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)50.04 kg5/36 hrs13¥110P-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)50.04 kg8/14 days53¥26-Dbolt 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)50.04 kg5/1 day1Legalbolt emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun
regular Ranger-X arrow (×1)40.08 kg4/36 hrs18¥110P-D
barbed Ranger-X arrow (×1)30.08 kg5/36 hrs20¥110P-DBiotech (8) test to remove arrow, or target takes 1 box additional Physical Damage
explosive Ranger-X arrow (×1)30.08 kg6/7 days38¥18P-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)30.08 kg8/14 days78¥26P-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)30.08 kg5/36 hrs28¥110P-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)30.08 kg8/14 days68¥26-Darrowhead 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)30.08 kg5/1 day18¥1Legalarrow emits a high-pitched whistle when shot; Power of attack is halved; damage is Stun
assault cannon ammo (×10)31.25 kg5/3 days450¥2as weapon-assault cannons only
assault cannon ammo belt (×100)12.5 kg6/3 days4,250¥2as weapon-assault cannons only
assault cannon ammo, AV (×10)31.5 kg16/14 days1,000¥42-Massault 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 kg16/14 days9,500¥42-Massault 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)80.25 kg14/14 days70¥43-Mhalves Ballistic Armor or Barrier Rating of target; works as regular ammo vs. vehicles
AV ammo (×10)81 kg16/14 days200¥43-Mhalves 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)80.25 kg4/2 days10¥2as 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)80.75 kg3/36 hrs50¥0.8as 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)80.75 kg6/3 days100¥1.5as 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)80.5 kg3/36 hrs100¥0.8as 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)80.25 kg4/2 days30¥1as 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)80.5 kg10/7 days75¥33-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)90.25 kg6/7 days150¥33-Mdouble recoil; -1 Power at Long or Extreme range; target uses highest Armor Rating to resist
hollow point ammo (×10)80.5 kg5/2 days50¥2as weapon-+3 Power against unarmored targets; +1 Power against armored targets, but target gets Ballistic+Impact Armor against attack
incendiary ammo (×10)80.75 kg10/7 days150¥23-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)80.75 kg6/2 days50¥1.53-Magainst 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)80.5 kg2/1 day20¥0.75as weapon-
tracer ammo (×10)80.5 kg3/1 day75¥1as 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)81 kgRating/7 daysRating × 3000¥16-Uif 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)81 kgRating/7 daysRating × 2000¥16-Uif 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)81.75 kg4/2 days80¥2.5as weapon-gyrojet pistols only
gyrojet-plus rockets (×10)82 kg14/21 days120¥42-Mgyrojet 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)72 kg5/3 days160¥2.5as weapon-gyrojet pistols only; homes on target designator; 2d6 Scatter
gyrojet-plus seeker rockets (×10)72.25 kg15/756 hrs240¥42-Mgyrojet 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)75 kg4/2 days1,500¥1as weapon-normal or large net guns only
net, large (×10)57.5 kg4/2 days3,000¥1as weapon-large net guns only
Big D's Temper™ shells (×10)81 kg16/14 days200¥53-Mshotguns 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)81 kg5/3 days100¥2as weapon-shotguns only; +1 Power; Knockdown Test required against full Power of attack; heavy pistol ranges
flare shells (×10)81 kg4/2 days25¥1as 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)80.75 kg5/2 days70¥2as 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)80.5 kg3/36 hrs100¥0.8as 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)80.5 kg3/12 hrs25¥1as 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)310 kg2/1 day500¥2as weapon-speargun only
taser dart (×10)30.5 kg6/36 hrs50¥1.5as weapon-tasers only
Ares MP Heavy Laser Plus battery pack15 kg10/30 days2,000¥2LegalAres MP Heavy Laser Plus only; 50 shot capacity; recharge 1 shot/2 hours
Ares MP Laser III battery pack42 kg10/14 days500¥2LegalAres MP Laser III only; 20 shot capacity; recharge 1 shot/hour
Ares Redline battery clip61 kg10/14 days250¥2LegalAres Redline only; 10 shot capacity; recharge 2 shots/hour
flamethrower tank1 kg50¥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 tank1 kg25¥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.

Legality Codes and Penalties
CodeRestriction CategoryPossessionTransportThreatUseUse with Intent to Commit a Crime
ASmall Blade100¥500¥1,000¥2,000¥/2 mo5,000¥/6 mo
BLarge Blade200¥800¥2,000¥5,000¥/4 mo10,000¥/8 mo
CBlunt Weapon150¥650¥1,500¥3,000¥/3 mo7,000¥/8 mo
DProjectile300¥1,000¥2,000¥3,000¥/4 mo5,000¥/8 mo
EPistol500¥1,500¥5,000¥10,000¥/1 yr10,000¥/2 yr
FRifle1,000¥3,000¥8,000¥8,000¥/18 mo8,000¥/3 yr
GAutomatic Weapon5,000¥10,000¥10,000¥/6 mo10,000¥/2 yr10,000¥/4 yr
HHeavy Weapon10,000¥20,000¥10,000¥/1 yr20,000¥/4 yr20,000¥/10 yr
JExplosives10,000¥40,000¥40,000¥/1 yr40,000¥/4 yr40,000¥/10 yr
KMilitary Weapon10,000¥/6 mo10,000¥/1 yr10,000¥/2 yr10,000¥/8 yr10,000¥/20 yr
LMilitary Armor1,200¥
MMilitary Ammunition3,000¥
NClass A Cyberware5,000¥/3 yr
QClass B Cyberware15,000¥
RClass C Cyberware15,000¥/3 yr
SClass D Matrix8,000¥/2 yr
TClass E Magic10,000¥/1 yr
UClass A Equipment2,000¥
VClass B Equipment4,000¥
WClass C Equipment8,000¥/2 yr
XClass A Controlled Substance (chemical/pharmaceutical)500¥/1 mo
YClass B Controlled Substance (neural electronics)2,000¥/1 mo
ZClass C Controlled Substance (biological agent)Federal offense