Some Items represent a significantly higher tech level than others, particularly items from When Gravity Fails, the Cybergeneration books, the Firestorm books, Interface 2.2 and the Ianus books. It is up to the GM to decide which of these items to allow in his game, they should be included with caution.

I would especially like to thank Node 16 for compiling the lists of items, without the Cyberpunk 2020 Reference Guide, I never could have done this.

The main reason for this project was that quite simply, in it’s own words, Cyberpunk 2020 is all about Style. And when you add a visual representation to the mix, every item, every piece of gear, is literally an extension, an expression if you will, of the characters style. Without the image, it’s all just numbers on a page. An image makes the choice more important than just stats. Unfortunately, most of the technology found in the sourcebooks is woefully lacking in visual representation, and some of the images that are present are simply not on the same level as others. Wherever possible I tried to use the original image, and in cases where the original image was replaced, or no image existed, I tried fervently to come as close to the item as I could based on it’s description in the source text.

There have been a few minor edits, the most major of which have been to drug costs and vehicle stats, to more closely resemble the flavor text, or original image, of the item, or to keep pace with real world technology.

Welcome As the title says, this is an illustrated reference guide to every weapon ever presented in a Printed Cyberpunk 2020 product, including the 2013 books, Cybergeneration, the Atlas and Ianus books, Interface Magazine, and Punk 21 Magazine. Every item is given the basic stats, a reference to the book it came from to further research it, and for the first time ever for 90% of them, an image.

Weapons break into seven types:

Pistols (P) are any type of single shot (or semiautomatic) weapon that may be accurately fired with one hand.

Submachineguns (SMG) are any type of weapon that may fire either automatically or semi automatically, using only pistol ammunition.

Shotguns (SHG) are any weapon that fires pellets or other small particles instead of a solid slug.

Rifles (RIF) include assault rifles, carbines, and fully automatic rifles. These weapons always fire rifle type ammunition.

Heavy Weapons (HVY) include missiles, grenades, heavy

cannon, etc.

Melee Weapons (MELEE) include swords, daggers, knives, martial arts weapons, polearms, etc.

Exotic Weapons (EX) these are bows. lasers, flechette pistols, airguns and microwave weapons - the real "sci-fi" weapons. Bows and Crossbows, as well as slings and other odd weapons types fall under this category as well.

apon Codes:

Each weapon is represented by certain characteristics, such as its type, damage, range, accuracy, Concealability, availability and cost. These factors are recorded as a weapon code – a profile of the weapon in order of:

Name · Type · Accuracy · Concealability · Availability · Damage/Ammunition · Number of Shots · Rate of Fire · Reliability

For an example, a weapon with the code:

Minami 10 - SMG - 0 - J - E - 2D6+3 (10mm) - 40 - 20 - VR

would be a Minami 10 Submachinegun (SMG) of average

Accuracy (0) which can be hidden under a jacket (J), with

excellent availability (E), fires 10mm ammunition, has a 40 shot magazine, can fire up to 20 rounds per combat round on full auto, and is very reliable.

Descriptions of Weapon Codes follow:

Accuracy: This is how good the weapon really is. Weapons are rated from -3 to +3 on accuracy, with 0 being an average level of accuracy.

Concealability: How easily they can be hidden until needed (an important factor in combat weapons). A smart combat gunner doesn't want to walk into a bar with a shotgun protruding from underneath his coat - it's going to cause trouble. He also needs to be able to carry "holdouts" in the event of capture or disarmament.

Pocket, Pants Leg or Sleeve (P)

Jacket, Coat or Shoulder Rig (J)

Long Coat (L)

Can't be Hidden (N)

Availability: This is how difficult the weapon is to find on the open market. This will often vary wildly depending on setting and genre.

Excellent (E) Can be found almost anywhere.

Common (C) Can be found in most sports & gun stores

or on the Street.

Poor (P) Specialty weapons, black market, stolen

military.

Rare (R) Stolen, one of a kind, special military issue,

may be highly illegal.

Damage: This is the amount of damage a weapon does, measured in the number of dice, either 6-sided (D6) or 10-sided (D10) die. Example: if a weapon damage is 2d6, you roll 2 six sided die.

Number of Shots: This is how many shots are held in the standard clip, magazine or cylinder for the weapon type.

.

Rate of Fire: This is how many shots the weapon can fire in a single combat round by holding down the trigger (3.3 seconds). Weapons with multiple modes of fire such as single shot, 3-round burst, and full auto, will have this broken up like this 1/3/20.

Reliability: This is how reliable the weapon is in combat – its chance of jamming while on autofire, etc.

Unreliable (UR)

Standard (ST)

Very Reliable (VR)

MELEE WEAPON RULES

Melee weapons are assumed to be of standard quality, however you can upgrade or degrade the quality.

A weapon with a quality of 1 is 1/5th the price listed.

A weapon with a quality rating of 2 drops the weapon price by ½.

A weapon with a quality rating of 3 is standard.

A weapon with a quality rating of 4 raises the weapon price x3

A weapon with a quality rating of 5 raises the weapon price x10

(Certain weapons, especially improvised ones such as most glass bottles have a quality rating of zero and break upon impact)

All hafted weapons can also do damage as a Jo or Bo staff,

depending on length.

Weapon Pommels can be used to make bludgeoning attacks and do 1/2 D6 damage.

Improvised weapons are to be compared to the above list using common sense to figure out what would be the best category of comparison for the improvised weapon. For really odd bludgeoning weapons, damage is figured at ½ d6 for every 2 lbs. of weapon weight.

You can throw any weapon, but throwing any weapon not specifically designed for it results in a -2 to hit.

ALL FIREARMS IN THIS BOOK FIRE CASED AMMUNITION UNLESS OTHERWISE NOTED

Some Items represent a significantly higher tech level than others, particularly items from Cybergeneration books, When Gravity Fails, and the Firestorm books. It is up to the GM to decide which of these items to allow in his game, they should be included with caution.

MELEE WEAPONS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Switchblade

MEL +0 P C 1d6/2* - - - 1m 15 CP20

Club

MEL +0 L C 1d6 - - - 1m 2 CP20

Knife

MEL +0 P C 1d6* - - - Throw 1-20 CP20

Bayonet/Survival Knife

MEL +0 J C 1d6* - - VR 0.5m 50 NEO

Steel Bayonet

MEL -2 J C 1d6*/3d6* - - VR 1m 15 HoB

Mystic Tech Spring Knife

MEL +0 P C 1d6* - - ST 5m 125 Chr2





Spawnblade

MEL +0 J P 1d6/1d6+4* - - ST 1m 450 Chr2

Brass Knuckles

Punch +0 P C 1d6 - - - 1m 10 CP20

Smartwhip

MEL +0 J C 1d6+2 - - ST 1m 600 NEO

Combat Knife

MEL +1 J P 2D6 - - - 1m 70 PAC

Utility Sword/Machete

MEL +0 L C 2D6* - - VR 0.5m 60 NEO

SPM-1 Battleglove

Punch -2 N P 2d6/3d6 - - VR 1m 900 CP20





SPM-2 Battleglove +

Punch -1 N P 2d6*/3d6 - - VR 1m 970 PAC

Kendachi Monowhip

MEL +0 J P 2d6# - - ST 1-3m 350 Chr2

IMI "Chainknife"

MEL +0 J P 2d6+1* - - VR 1m 120 Chr2

Sword

MEL +0 N C 3D6 - - - 1m 20-200 CP20

Excalibur Nightstick

MEL +0 J P 2d6 - - VR 1m 80 P&S

Excalibur Taserstick

MEL +0 J P 2d6/Stun 8 1 ST 1m 80 P&S

Excalibur Macestick

MEL +0 J P 2d6/Mace 6 1 ST 1m 80 P&S

Axe

MEL -1 N C 2d6 - - - 1m 20 CP20





Monosword Cane

MEL +1 L P 3d6# - - VR 1m 255 SOF2

Monowire

MEL +0 P R 3d6# - - VR 1m 60/m Chr2

Sledgehammer

MEL -1 N C 4d6 - - - 1m 20 CP20

Chainsaw

MEL -3 N C 4d6* - - - 2m 80 CP20

Entrenching Tool

MEL -1 N C 2d6 - - - 1m 20 CP20





Bagh-Nakh

Punch +2 P P 1d6/2* - - - 1m 15 PAC

Hyo

MEL -2 P C 1d6/2 Ref/2 - - Throw 5 PAC

Tekko

Punch +0 J C 1d6/2* - - - 1m 25 PAC

Tetsubishi

MEL -1 P C 1d6/2* - - - Throw 3-6 PAC





Juji-Shuriken

MEL +0 P C 1d6/2* - - - Throw 2-3 PAC





Bo-Shuriken

MEL +0 P C 1d6/2* - - - Throw 4-7 PAC

Spiked Cestus

Punch +0 P P 1d6* - - - 1m 20 PAC

Ba Zhan Shuang (Deer Antler Knives)

MEL +0 L C 2d6* - - - 1m 45 PAC

Shuang Dao (Butterfly Swords)

MEL +0 L C 2d6* - - - 1m 45 PAC

Ashiko

MEL +0 J C 1d6/2* - - - 1m 28 PAC





Tessen (metal fan)

MEL +0 J C 1d6 - - - 1m 60 PAC

Arm, Elbow, Leg, Knee, Glove, and Boot Spikes

MEL +0 N C 1 point - - - 1m 10-25 PAC

Hanbo (100cm stick)

MEL +1 L C 2d6 - - - 1m 30 PAC

Jitte

MEL +0 L C 2d6 - - - 1m 30 PAC

Zhi Dao (thin sword)

MEL +0 L C 2d6* - - - 1m 100-200 PAC

Kusari-gama (sickle)

MEL -1 L C 1d6*/2d6 - - - 2m 100 PAC

Wu Ji

MEL -1 N P 2d6*, 3d6 - - - 2m 100 PAC

Kendachi Monoknife

MEL +1 P P 2d6# - - VR 1m 200 CP20

Sai

MEL +0 J C 2d6+2* - - - 1m 20 PAC

Manriki-Gusari

MEL +0 J P 2d6+3 - - - 1m 30 PAC

Kama

MEL +1 L R 2d6* - - VR 1m – PAC

Nunchaku

MEL +0 L C 3d6 - - - 1m 15 CP20





Mystic Nunchaku/Blade

MEL +0 L P 3d6/1d6+1/2d6+1* - - VR 1m 200 SOF2

Qiang Ji (spear)

MEL +0 N P 2d6/3d6* - - - 2m 95 PAC

Naginata

MEL +0 N P 2d6/3d6* - - - 2m 100 CP20

Daisho

Katana

MEL +2 N R 3d6* - - VR 1m 3000 PAC

Wakizashi

MEL +1 L R 2d6 - - VR 1m 1000 PAC

Tanto

MEL +1 J R 1d6* - - VR 1m 300 PAC





Arasaka Orbital Crystal Mono-Edged Daisho

Katana

MEL +2 N R 4d6* (Hard SP/2) - - VR 1m – SW

Wakizashi

MEL +1 L R 3d6* (Hard SP/2) - - VR 1m – SW

Tanto

MEL +1 L R 2d6* (Hard SP/2) - - VR 1m – SW

Kukri

MEL +0 L P 2d6* - - - 1m 50-150 PAC

Tonfa

MEL +0 L C 2d6 - - - 1m 15 PAC

Jiu Jie Bian



MEL -2 L C 2d6 - - - 2m 120 PAC





Liu Chi Bang/Bo/6ft Stick

MEL +1 L C 3d6 - - - 2m 40 PAC

San Jie Gun

MEL +0 N C 4d6 - - - 2m 50 PAC

3/6

MEL +0 N C 3d6/4d6 - - VR 2/3m 150 PAC

Niu Wei Dao

MEL -2 N P 3d6 - - - 1m 450 PAC





Qing Long Yan Yue Dao

MEL -2 N P 4d6 - - - 1m 450 PAC

Kendachi MonoNaginata

MEL +0 N R 4d6# - - VR 2m 400 CP20

Kendachi MonoKatana

MEL +1 N R 4d6# - - VR 1m 600 CP20

Kendachi Powersword

MEL +0 L R 4d6 (Sx1/4, Hx1/2) - - ST 1m 860 Chr1

Kendachi Mono-Two

MEL +1 J/N P/R 2d6#/4d6# - - VR 1m 650/700 Chr1

Mono PA Sword

(Full Cybernetic Conversion Recommended)

MEL +1 N R 4d6#+Fist - 1 30% 2m 2000 MM





2 Handed Blade

(Full Cybernetic Conversion Recommended)

MEL -1 N C 6d6~+Fist - 1 10% 3m 1000 MM

2 Handed Blunt

(Full Cybernetic Conversion Recommended)

MEL -1 N E 6d6+Fist - 1 15% 3m 500 MM

Large Power Saw

(Full Cybernetic Conversion Recommended)

MEL -2 N P 8d6~ (1/3SP) - 1 VR 2m 1250 MM

Hyper Hammer .

(Full Cybernetic Conversion Recommended)

MEL -2 L R 9d10AP 2 1 ST 2m 2000 SOF2

* Blade 1/2 soft armor, full penetrating damage.

# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.

@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.

~ Arrow 1/2 hard and soft armor, full penetrating damage.

HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.

EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.

FF Fragmentation Flechettes 1/2 soft armor, full damage.

ET Electrothermal Enhancement +50% damage and range, already accounted for in description.

G Gyrojet Ammo Damage increases when used at longer ranges.

r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.

t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.

o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.







BOWS & CROSSBOWS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Arasaka Arms Half-Bow

BOW -1 L P 3d6 12 1 VR 100m 100 SOF2

Eagletech "WIldcat"

BOW +0 N E 3d6 (20kg) 12 1 VR 100m 35 SOF2

Eagletech "Tomcat"

BOW +0 N C 4d6 (40/20kg) 12 1 VR 150m 150 SOF2

Cougar Lamilar Hunting

BOW +1 N C 5d6 12 1 VR 150m 150 Cgen





Eagletech "Tigercat"

BOW +1 N P 6d6 (60/30kg) 12 1 VR 150m 500 SOF2

Eagletech "Bearcat"

BOW +1 N P 6d6 (60kg) 12 1 VR 150m 500 SOF2

Nomad Hand Crossbow

XBO +0 N R 1d6+1AP 1 1 ST 20m 100 NEO

Eagletech "Handbow"

XBO -1 J E 1d6+2 12 1 VR 25m 75 SOF2





Eagletech "Stryker"

XBO -1 N C 3d6+3 12 1 VR 50m 220 SOF2





Eagletech "Arbelest"

XBO +0 N P 5d6 12 1/2 VR 150m 500 SOF2

Eagletech "Scorpion"

XBO +0 N P 7d6 6 1/2 VR 200m 1500 SOF2

* Blade 1/2 soft armor, full penetrating damage.

# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.

@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.

~ Arrow 1/2 hard and soft armor, full penetrating damage.

HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.

EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.

FF Fragmentation Flechettes 1/2 soft armor, full damage.

ET Electrothermal Enhancement +50% damage and range, already accounted for in description.

G Gyrojet Ammo Damage increases when used at longer ranges.

r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.

t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.

o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.

EXOTIC WEAPONS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

APEX Mobile Defense (Caseless)

HVY X N P 2d6+4 (9mm LC) 400 40 ST 200m 10,000 Chr1

Arasaka "Nauseator"

EX +0 N P BOD vs. 25 10 1 ST 15m 1900 Chr2

Arasaka Restraint Caster

P -1 J P Tangle (15mm) 4 1 ST 25m 200 P&S

Arasaka WXA Sentry

HVY +0 N R 6d6+2 (7.62mm) 500 20 VR 400m 3000 CB1

Arasaka EMF Launcher

HVY -2 L P 10d10 special 1 1 ST 100m 550 SW





Arasaka EMF Launcher

HVY -2 N P 20d10 special 1 1 ST 100m 1500 SW

Avante Needlegun

P +0 P P Drugs (Needle) 15 2 ST 40m 200 CP20

Dynatech Industries Hand Taser

EX +0 P E Stun -2, 1d10 mins 12 1 VR Touch 50 DS

Enertex AKM Power Squirt

P -2 J C Drugs 50 1 VR 10m 15 CP20

Kendachi Dragon

EX +0 J P 2d6x2/1d6x1 4 1 ST 4m 660 Chr1

Malorian Sliver Gun

P +0 J P 2d6x1d6/2* (Sliver) 7 2 UR 40m 372 Chr1





Militech Cap-Laser

SMG +0 J R 1-5d6 8 2 UR 150m 6000 Cgen

Militech Electronics Laser Cannon

RIF +0 N R 1-5d6 10 2 UR 200m 8000 CP20

Militech Electronics Stun Knuks

Punch +0 P C Stun -2 6 1 ST 1m 100 Chr4

Militech Electronics Taser

P -1 J C Stun -2 10 1 ST 10m 60 CP20

Militech Electronics Taser 2

P +0 P C Stun -3 4 2 VR Touch 100 Chr2





Mitsubishi Taser

P +0 J P Stun -1, 2d6 mins 12 1 ST 5m 100 DS

Mystic Technologies Arrow Gun

EX +1 J/L C 3d6* 1 1 ST 70m 1000 SOF2

Nelspot "Wombat"

P -1 J C Drugs 20 2 UR 40m 200 CP20

Nomad Boomerang

EX -1 L P 2d6 1 1 VR 30m 20 NEO

Nomad Sling

EX +0 P P 1/2d6 1 1 VR 20m 10 NEO

Petrochem Drug-A-Thug

EX +0 P C Chemical 5 1 VR Touch 150 Chr2





Pneumatic Bolt Gun

EX -1 N R 3d6AP (Bolt) 4 1 ST 25m 350 NEO

Polymer Slingshot

EX -1 P E 1d6/2 (ball) 20 1 ST 25m 10 Cgen

Pursuit Security Industries Beanbag Gun

SHT -2 J E Stun 4 1 ST 3m 100 SOF2

Pursuit Security Industries Stundart Pistol

P -1 J C Stun -1, (.45 LVD) 2 2 VR 50m 109 Chr1

Pursuit Security Industries Webgun

EX +1 N C Entangle 1 1 ST 30m 250 Chr2

Det-Webgun

EX +0 N C Entangle, 40AP 1 1 ST 25m 450 Chr2

Taser Webgun

EX +0 N C Entangle, Stun -2 1 1 ST 25m 350 Chr2





Skunker

EX -1 P E Gas 4 1 VR 2m 70 Chr2

Splatman Airpistol

P +0 J C Special 20 2 ST 40m 200 Cgen

Techtron 15 Microwaver

P +0 J P 1d6 + special 10 2 VR 20m 400 CP20

Techtron 20 Microwaver

P +0 J P 1d6 + special 15 2 VR 25m 500 Chr2

Techtronica Black-Zap

Punch +0 P C Stun -2 6 1 ST 1m 90 Chr1





Techtronica M40 "Pulse Rifle"

RIF +0 N R EMP Effect (SW) 6 0.5 ST 50m 3500 Chr2

Techtronica Volt Pistol

P +1 J R 3d6 + special 6 1 ST 25m 960 Chr2

Tsunami "Airhammer"

P +1 J Var Special (5.3mm) 5/7 2 ST 50m 325/400 Chr2

Tsunami UB CapLaser

RIF +2 - R 3d6 2 2 UR 25m 950 Chr2

Tsunami UB Microwaver

EX +0 - P 1d6 + special 4 2 ST 20m 500 Chr2

Zapman Taser Pistol

P +0 J P Stun -1 10 2 VR 50m 60 Cgen





UrbanTech "Lance"

HVY +2 P C 4d6HEAT (Missile) 1 1 UR 300m 100 SOF2

SecSystems Gauss Protection Field

HVY +2 N R Mag. Field 10 1 ST 10000 Chr2

Hypo Speargun

EX +0 N P 1d6*+gas 1 1 VR 40m 200 SA

Soundwand

EX +0 P P Special 1 VR 20ft 600 SA

Pursuit Security Inc. Taser Wallet

Stun beyond 2m (V. Diff Bid/AV Cool) - - - ST 65eb Chr2

* Blade 1/2 soft armor, full penetrating damage.

# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.

@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.

~ Arrow 1/2 hard and soft armor, full penetrating damage.

HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.

EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.

FF Fragmentation Flechettes 1/2 soft armor, full damage.

ET Electrothermal Enhancement +50% damage and range, already accounted for in description.

G Gyrojet Ammo Damage increases when used at longer ranges.

r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.

t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.

o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.







OCEAN WEAPONS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech UAW Speargun

SMG +1 L P 2d6+1AP (500m) 10 1/3 VR 50m 1500 SF

Arasaka Stingray II

RIF +0 N C 3d6AP (200m) 9 1/2 VR 100m 750 SF

Arasaka APW Mk IV

RIF +2 N R 4d10API (5000m) 9+1 2 ST 100m 6450 SF

Militech MTL-1 Manhunter

HVY +3 N P 8d10 (2500m) 3+1 1 ST 1km 3500 SF

* Blade 1/2 soft armor, full penetrating damage.

# Monoblade 1/3 soft armor, 2/3 hard armor, full penetrating damage.

@ Standard Armor Piercing 1/2 soft and hard armor, 1/2 penetrating damage.

~ Arrow 1/2 hard and soft armor, full penetrating damage.

HEAT High Explosive Anti-tank 1/2 armor, full penetrating damage. Composite Armour halves the damage.

EAP Extra Armor Penetration 1/4 armor, 1/2 penetrating damage.

FF Fragmentation Flechettes 1/2 soft armor, full damage.

ET Electrothermal Enhancement +50% damage and range, already accounted for in description.

G Gyrojet Ammo Damage increases when used at longer ranges.

r Radar Guided Active Missile Skill +20. Affected by jamming, stealth & chaff.

t Thermal Guided Active Missile Skill +15. Affected by flares and IR smoke.

o Optical Guided Active Missile Skill +15. Affected by smoke & darkness.















LIGHT PISTOLS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

BudgetArms C-13 (Caseless)

P -1 P E 1d6 (5mm) 8 1 ST 50m 75 CP20

Astra Style-6 (Caseless)

P -1 P E 1d6 (5mm) 6 1 UR 50m 75 ES

Federated Arms Impact

P +1 J E 1d6 (.22) 10 1 VR 50m 60 SOF

Federated Arms .22 (Caseless)

P +0 J E 1d6 (.22) 10 1 ST 50m 25-50 SOF

Dai Lung Cybermag 15 P -1 (Caseless)

P C 1d6+1 (6mm) 10 1 UR 50m 50 CP20

Federated Arms X-22

P +0 J E 1d6+1 (6mm) 10 1 ST 50m 50-150 CP20





Towa Manufacturing Type-12 Police Pistol

P +3 J P 1d6+1 (6mm cased) 8 1 VR 50m 450 PAC

H&K P-11

P +0 J P 4d6+1 (6mmRkt) 5 1 VR 50m 700 ES

Colt .38 "Detective"

P +1 J C 1d6+2 (.38 cased) 6 1 VR 50m 200 CP20

Federated Arms X-38

P +1 J E 2d6 (.38) 10 1 ST 50m 35 SOF















MEDIUM PISTOLS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech Arms Avenger (Caseless)

P +0 J E 2d6+1 (9mm) 10 1 VR 50m 250 CP20





Federated Arms X-9 (Caseless)

P +0 J E 2d6+1 (9mm cased) 12 1 ST 50m 300 CP20

BudgetArms Laser-Niner (Caseless)

P +1* J/L P 2d6+1 (9mm) 15/35 1/3/20 ST 50m 675 Chr1

Goncz-Taurus Pistol Version

P +0 J E 2d6+1 (9mm cased) 15 2 ST 50m 200+ Chr1

MP Version

P -1 J C 2d6+1 (9mm cased) 15/30 1/10 ST 50m 300+ Chr1

Fashion Gun 9 (Caseless)

P +0 P E 2d6+1 (9mm) 7 2 UR* 25m 35-40 SOF

Generic Wondennine

P +1 J E 2d6+1 (9mm) d6+14 1 VR 50m d6+240 SOF2

Beretta M97P

P +2* J P 2d6+1 (9mm) 18 1 VR 50m 480 ES





CCMMC Goaxing Xuixi CM-3 (Caseless)

P +0 J C 2d6+1 (9mm) 8 1 ST 50m 75 PAC

Kang Tao Type 97

P +1 J E 2d6+1 (9mm cased) 10 1 UR 50m 35 SOF

Sci Fi Starrior 4 (Caseless)

P +0 J E 2d6+1 (9mm) 12 1 UR 50m 60 SOF

Teen Dreem (Caseless)

P -1 J E 2d6+1 (9mm) 10 1/10 UR* 50m 36 SOF





Texas Arms Model-351 Gyrojet

P +0 J C/P 2d6+1 (9mm Gyro) 8 1 UR 50m 420 DS

Calico Assault Pistol (Caseless)

P +0/-1 L C 2d6+1 (9mm C) 50/100 1/3 VR 50m 450 NEO





Beretta Plas 9 Fashion (Caseless)

P -1 P P 2d6+1 (9mm) 10 1 ST 50m 200 UK

FN High Power

P +1 J C 2d6+1 (9mmC) 14 1 VR 50m 150 UK

Towa Manufacturing Type-14 Pistol

P +2 J P 2d6+1 (9mm) 16 1/3/16 VR 50m 520 PAC

BudgetArms C-41

P +1 J E 2d6+1 (.41 C) 10 1 VR 50m 600 SOF

Colt .45 "Peacemaker"

P +0 J R 2d6+2 (.45 C) 6 1 VR 50m 100 CP20

Colt Alpha-Omega .45 (Caseless)

P +2 J C 2d6+2 (.45 ACP) 10 1 VR 50m 500 Chr1

Colt Alpha-Omega 10mm

P +2 J C 2d6+3 (10mm) 14 1 VR 50m 500 Chr1





Dai Lung Streetmaster (Caseless)

P +0 J E 2d6+3 (10mm) 12 1 UR 50m 250 CP20

Glock 30 MP (Caseless)

MP +2 P/J C 2d6+3 (10mm) 20/30 1/3 VR 50m 705 Chr1

IMI Gamad

P 0/+1* P/J E 2d6+3 (10mm) 7/15 2 VR 50m 575 SOF2

Colt Enforcement 10

P +1 J C 2d6+3 (10mm) 14 VR 50m 550+ CB 3





FN Browning "3-Spot" (Caseless)

P +1 J C 2d6+3 (10mm) 24 3 ST 50m 425 UK

LeRoi Maxi-10 (Caseless)

P -1 J E 2d6+3 (10mm) 10 1 UR 50m 150 ET





Arasaka WSA

P +0 J C 2d6+3 (10mm) 15 1 VR 50m 400 CB 1

Sternmeyer P-41 (Caseless)

P +0 J C 2d6+3 (10mm) 12 1 VR 50m 425 CB1

Stolbovoy St-2 Pistol

P +0 J C/R 2d6+3 (10mm) 14 2 VR* 50m 450 CB3

Surprising Stranger

P +0 P E 2d6+3 (10mm) 4 1 ST 25m 15-50 SOF

Towa 13 Police Pistol (Caseless)

P +2 J P 2d6+3 (10mm) 12 1 VR 50m 500 PAC





S&W Combat Magnum

P +1 J C 2d6+3 (.357 C) 6 1 VR 50m 125 CP20

C.O.P. Derringer

P +0 P C 2d6+3 (.357 C) 4 1 VR 50m 250 CP20

.357Mag Revolver

P +0 J C 2d6+3 (.357mag) 6 1 VR 50m 250 NEO

.357Mag Autoloader

P +0 J C 2d6+3 (.357mag) 8 1 VR 50m 300 NEO

S&W "Tri-Star"

P +0 J C 2d6x3 (.410ga) 6 1 ST 50m 275 Chr2





Tsunami Express

P +3 L P 2d6+3 (5.2mm ET) 24 1 VR 75m 5300 SOF2

Hammer M-11 Bolt Pistol

P +2 J P 1d6+2 (9mm Bolt*) 10 1 ST 30m 320 DS

Militech Black Widow

P +1 J P 1/2d6 (Flec) 10 1 ST 30m 400 DS

Militech Silver Shadow

P +0 J P d6/2+2x1d6/3(Flec) 8 1 ST 30m 300 DS











HEAVY PISTOLS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Malorian Arms Heavy Flechette

P +1 J C 1d6+1* (4mm) 25 1 ST 50m 595 Chr1





Espinoza One Shot (Caseless)

P -1 P E 3d6 (.50 short) 1 1 UR* 50m 75 SOF

BudgetArms Auto 3 (Caseless)

P -1 J E 3d6 (11mm) 8 1 UR* 50m 350 CP20

Sternmeyer Type 35

P +0 J C 3d6 (11mm) 8 1 VR 50m 400 CP20

Mustang Arms "Mark II" (Caseless)

P +1 J/L C 3d6 (11mm) 12/20 3 VR* 50m 425 SOF2

"Decker Gun" (Caseless)

P -1 J E 3d6 (11mm) 10 1 VR 50m 500 CGen





Nova 757 Cityhunter

P +2 J P 3d6 (11mm) 18 1 ST 50m 480 BH

Nova 338 Citygun

P +1 J P 3d6 (.338) 7 3 VR 50m 460 Chr2

Dai Lung Magnum (Caseless)

P +1 J E 3d6+1 (.357 Mag) 10 1 UR* 50m 60 SOF

S&W Handcannon

P +0 J/L P 4d6 (.44 Mag) 6 1 UR 50m 850 SOF2

P +1 - - 2d6+2 (.45 ACP caseless) 10 1 UR 50m - -

Tsunami Raimei Ramjet

P +2 L P 5d6 to 7d6+1*(10rj) 6 1 VR 100m 1100 SOF2













VERY HEAVY PISTOLS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Llama Commanche

P +0 J C 4d6 (.44C) 6 1 ST 50m 200 CP20

.44 Mag Revolver

P +0 J P 4d6 (.44) 6 1 VR 50m 375 NEO

Armalite 44

P +0 J E 4d6+1 (12mm) 8 1 ST 50m 450 CP20

Colt AMT Model 2000 (Caseless)

P +0 J C 4d6+1 (12mm) 8 1 VR 50m 500 CP20





Royal Enfield Ordnance Spitfire Battle Pistol

P +1 J P 4d6+1 (12mm) 12 1 VR 50m 550 UK

Constitution Arms Multi Ammunition Pistol “MAP”

P +0 J P Varies (12mm C) 5 1 VR 50m 525 P&S

454 Magnum Disposable

P -2 P R 4d6+3 (.454) 2 1 VR 40m 100 I1.1

Ameritech Magnum

P +1 J R 4d6+3 (.454) 5 1 VR 50m 1000 I1.1





Federated Arms "Super Chief"

P +0 J P 4d6+3 (.454C) (B9) 5 1 VR 50m 375 Chr1

Nova Arms "Stallone"

P +1 J P 4d6 (.357ET) 6 1 VR 60m 999 SOF2

Nova Arms "Bronson"

P +1 J P 5d6 (.41ET) 6 1 VR 80m 1199 SOF2

Nova Arms "Eastwood"

P +1 J P 6d6 (.44ET) 6 1 VR 80m 1499 SOF2

Nova Arms "Arno"

P +1 J P 6d6+3 (.454ET) 6 1 VR 100m 1799 SOF2

Militech Boomer-Buster (Caseless)

P +1/-1 L/J P 5d6@ (.477) 4 1 VR 50m 450 SOF

Malorian Arms 3516

P -1 J R 6d6 (14mm) (B12) 6 1 VR 50m 4525 Chr1





Malorian Arms 3600 Super (Caseless)

(Full Cybernetic Body Recommended)

SMG +0/-1 L P 6d6 (14mm) (B11) 20 1/3 VR 50m 3000 SOF2

Magnum Opus Big Government

(Full Cybernetic Body Recommended)

P +0 J P 6d6 (14mm) (B12) 13 2 VR 60m 2000 SOF2

Magnum Opus Hellbringer .666

(Full Cybernetic Body Recommended)

P +1 J/L P 7d6+3 (.666) (B15) 3 1 VR 80m 4000 SOF2







LIGHT SUBMACHINEGUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Federated.Arms Tech Assault (Caseless)

SMG +1 J E 1d6 (.22) 30 10/30 UR* 100m 160 SOF





Militech Mini-Gat (Caseless)

SMG +0 L P 1d6 (.22/5mm) 120 40 ST 150m 695 Chr1

Vz61 Skorpion

SMG +2 J P 1d6 (.25C) 20 25 VR 150m 150 CP20





Federated.Arms Tech Assault 2

SMG +1 J C 1d6+1 (6mm) 50 25 ST 150m 400 CP20

Setsuko-Arasaka PMS (Caseless)

SMG +1 L P 1d6+2 (7mm) 40 20 ST 150m 950+ Chr1

Surnam Machine Pistol (Caseless)

SMG +0 J/L C 1d6+4 (.177) 25/50 50 UR* 150m 375 SOF2

Uzi Miniauto 9 (Caseless)

SMG +1 J E 2d6+1 (9mm) 30 35 VR 150m 475 CP20

H&K MPK-9

SMG +1 J C 2d6+1 (9mm) 35 25 ST 150m 520 CP20

Uzi

SMG +2 J C 2d6+1 (9mmC) 30 20 VR 200m 250 CP20











MEDIUM SUBMACHINEGUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Malorian Sub-Flechette

SMG +2 J C 1d6x1d6 (flec) 10/30 3/35 VR 200m 795 Chr1





"Sten"

SMG -2 L E (.22 to 12mm) 30 3/30 ST 100m 200 NEO

Beretta M-24 (Caseless)

SMG SMG +2 L P 2d6+1 (9mm) 50 25 VR 200m 950+ Chr1

L2A3 Sterling

SMG +0 L C 2d6+1 (9mmC) 10/34 20 VR 200m 200 UK

Calico Submachinegun (Caseless)

SMG +0 L C 2d6+1 (9mmC) 50/100 3/20 ST 200m 750 NEO

Ingram MAC 10

SMG -1 J C 2d6+2 (.45C) 30 5 UR 200m 225 CP20





Militech 10/45 (Caseless)

SMG +1 J E 2d6+2 (.45 ACP) 30 20 ST 200m 455 Chr1

SMG +1 J E 2d6+3 (10mmC) 30 20 ST 200m 455 Chr1

Arasaka Minami 10

SMG +0 J E 2d6+3 (10mm) 40 20 VR 200m 500 CP20

Militech Viper (Caseless)

SMG +0 J P 2d6+3 (10mm) 40 30 VR 200m 600 HoB

Stolbovoy StS (Caseless)

SMG -1 J C/R 2d6+3 (10mm) 35 30 VR* 100m 600 CB 3





Medusa 2000 (Caseless)

SMG +0 N P 2d6+3 (10mm) 40 20 VR 200m 2500 I2.1

Mustang Arms ARS-5C (Caseless)

SMG +1 J C 2d6+3 (10mm) 40 3/40 VR 100m 600 CB3

H&K MP-2013 (Caseless)

SMG +1 J C 2d6+3 (10mm) 35 32 ST 200m 450 CP20

IMI "Gamdaii" (Caseless)

SMG +2 N E 2d6+3 (10mm) 35x2 25 VR 200m 950 SOF2

HVY +0 - - (25mm/10ga) 1 1 ST 100m - -

Beretta 1010 MP

SMG +0 J/P C 2d6+3 (10mm) 30/15 15 ST 100m 475 UK











HEAVY SUBMACHINEGUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Thompson M1

SMG +2 N C 2d6+2 (.45C) 30/50 20 ST 200m 300 CP20

Sternmeyer SMG 21 (Caseless)

SMG -1/0 L E 3d6 (11mm) 30 3/15 VR 200m 500 CP20

CCMMC Tuzi-7

SMG -2 J P 3d6 (11mm) 30 15 ST 100m 125 PAC

Chadran City Reaper (Caseless)

SMG +0 L P 3d6 (11mm) 40 20 VR 200m 950 I1.3

SHT -1 - - 4d6 (12.ga) 10 3 ST 50m





H&K MPK-11 (Caseless)

SMG +0 L C 4d6+1 (12mm) 30 20 ST 200m 700 CP20

Ingram Mac 14

SMG -2 L E 4d6+1 (12mm) 40 10 ST 200m 650 CP20

H&K MPK-2020 (Caseless)

SMG +2* L P 4d6+1 (12mm) 60 30 ST 200m 750 UK











SHOTGUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech Crusher SSG

SHT -1/-3 J C 3d6 (20ga) (B9) 6 2 ST 12/25m 450 Chr1

Mustang Arms Close 20

SHT -1 N P 3d6 (20ga) 15 2 ST 50m 350 SOF2





Arasaka WCAA Rapid Assault Shot 12

SHT -1 N C 4d6 (12ga) 20 2/10 ST 50m 900 CP20

CCMMC Qi-15

SHT -2 N P 4d6 (12ga) 15 2/10 ST 50m 150 PAC

Enfield Ubichi LastChance

SHT +0 J C 4d6 (12ga) 1 1 UR 25m 60 ES

Streettech "Burst"

SHT -1/-3 P E 2d6+1 (28ga) 1 1 VR 3m 33/40 P&S

Luigi Franchi P.16

SHT +1 L R 4d6 (12ga) 20 2/10 ST 50m 980 ES

M-12 Close Assault

SHT +0 N P 4d6 (12ga) 20 3/10 VR 50m 950 HoB





Militech Bulldog

SHT +0 L P 4d6 (12ga) 21 3/10 ST 50m 1000 CB 2

Militech Military/Police

SHT 0/-1 N/L C 4d6 (12ga) 8 2 ST 50m 300 Chr1

Mustang Arms "Raider"

SHT +0 L/N C 4d6 (12ga) 5/9 2 ST 50m 400 CB3

Sternmeyer Stakeout 10

SHT -2 L R 4d6 (12ga) 10 2 ST 50m 450 CP20

Tsunami "Ragnarok"

SHT +0 N R 6d6 (12ga ET) 40 2/20 ST 70m 4500 PAC

CAWS

SHT +0 N R 4d6 (12ga) 10 10 ST 50m 500 CP20





H&K CAWS 11

SHT +1 N R 4d6(12ga) 30 10 ST 50m 800 UK

"Whippet" Scattergun

SHT -3 J P 4d6 (12ga) 2 2 VR 15m 200 NEO

Constitution Hurricane

SHT +0 N P 4d6 (12ga) 40 4/20 ST 70m 1000 P&S

Double Barrel Shotgun

SHT +0 N C 4d6 (12ga) 2 2 VR 50m 200 UK

Sawn-off Shotgun

SHT -1 J C 4d6 (12ga) 2 2 VR 10m 100 UK

MetaCorp Warhammer

SHT -1 N P (12ga mag) 16 1/3 VR 75m 700 NEO





Luigi Franchi "King Buck"

SHT -1 N P 6d6 (10ga) 4 2/4 VR 50m 800 Chr2

Magnum Opus 12-Gauge Pistol

(Full Borg Body Recommended)

P -2 J/L P 4d6 (12ga) (B12) 9 2 ST 30m 1000 SOF2

Magnum Opus 10-Gauge Pistol

(Full Borg Body Recommended)

P -2 L P 5d6 (10ga) (B15) 5 2 ST 30m 1200 SOF2

Tsunami Arms Helix

(Full Cybernetic Body Recommended)

SHT +0 N P 5d6 (10ga) (B18) 60 43 VR 60m 3000 SOF2

United Arms CLAW

(Full Cybernetic Body Recommended)

SHT +1 N R 8d6 (4ga) (B11) 28 1/4 VR 60m 1600 SOF2









ASSAULT RIFLES

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech M-31a1 AICW (Caseless)

RIF +2 N R 4d6 (4.5mm) 150 3/30 ST 400m 1695 Chr1

HVY -1 - - (25mm) 4 2 ST 150m - -

AKR-20 Medium Assault (Caseless)

RIF +0 N C 5d6 (5.45) 30 1/30 ST 400m 500 CP20

Bushmaster

RIF +0 L R 4d6 (5.56C) 30 20 ST 200m 300 CP20

Stolbovoy St-5 (Caseless)

RIF -1 N C/R 5d6 (5.45) 30 1/30 VR* 400m 900 CB3

Darra-Polytechnic M-9

RIF 0/-1 N/L P 4d6+2 (5.5mm) 40 2/25 ST 200m 300 Chr1

M-16A

RIF +2 N C 4d6 (5.56C) 30 25 UR 400m 200 CP20

Steyr AUG

RIF +2 L P 4d6 (5.56C) 30 20 VR 400m 400 CP20





L85A1

RIF +1 N C 5d6 (5.56) 30 20 VR 500m 500 UK

SA-80

RIF +2 N P 5d6 (5.56) 30 20 VR 400m 600 ES





Arasaka WAA Bullpup

RIF +1 N C 5d6 (5.56) 15/30 3/30 VR 400m 800 CB1





Chadran Jungle Reaper

RIF +1 N P 5d6 (5.56) 60 20 VR 400m 1550 I1.3

HVY -2 - - (25mm) 6 2 ST 200m - -

Colt M-18 Assault Rifle

RIF +1 N C 5d6 (5.56) 35 3/30 VR 400m 750+ CB3

Militech Ronin Light (Caseless)

RIF +1 N C 5d6 (5.56) 35 3/30 VR 400m 450 CP20

Sternmeyer M-95A4 (Caseless)

RIF +1 N R 5d6 (5.56) 90 3/30 VR 400m 750 CB1

Towa Manufacturing Type-20 AICW

RIF +2 N P 5d6 (5.56) 100 3/45 VR 400m 4200 PAC

HVY -2 - - (25mm) 4 1 ST 200m - -





Towa Manufacturing Type-99 Rifle (Caseless)

RIF +1 N P 5d6 (5.56) 35 3/30 ST 400m 1500 PAC

Fabrica De Armes M-2012 (Caseless)

RIF +2 N P 5d6+3 (6.5mm) 30 1/4 VR 400m 1400 SOF

Federated Arms Light 15 (Caseless)

RIF +0* N C 5d6+3 (7mm) 30 3/25 VR 400m 400+ Chr1

Militech Dragon (Caseless)

RIF +0 L C 6d6-1 (6.5 H) 35 30 VR 400m 700 CB2

Militech Mk IV (revised) (Caseless)

RIF +1 N C 6d6-1/5d6 35 3/30 VR 400m 800 CB2

Militech Mk V

RIF +1 N P 9d6 (6.5mm ET) 30 2/4 ST 600m 1500 SW





Royal Enfield Armaments LPA1 (Caseless)

RIF +1 N R 2d6+1 to 6d6 (7.5) 2x45 1/3/20 VR 500m 1800 UK

FN-FAL

RIF +0 N C 6d6+2 (7.56C) 20 20 VR 400m 450 UK

AK-47 Medium Assault

RIF +0 N E 5d6 (7.56C) 30 20 VR 400m 200 CP20

CCMMC Jinhua M-9 (Caseless)

RIF +0 N P 6d6+2 (7.62) 35 1/25 ST 400m 125 PAC

FN-RAL Heavy Assault

RIF -1/-2 N/L C 6d6+2 (7.62) 30 3/30 VR 400m 600 CP20

Kalashnikov A-80

RIF -1 N E 6d6+2 (7.62) 35 3/25 ST 400m 550 CP20





5.56 caseless SMG

RIF +1 L/N P 5d6 (5.56) (B10) 50 25 VR 200m 1200 SOF2

Arasaka Rage 15mm

(Full Cybernetic Body Recommended)

RIF -1/-2 L P 4d10+3 (15mm)(B15) 20/50 10 VR 100m 4500 SOF2

12.7mm Assault Rifle

(Full Cybernetic Body Recommended)

RIF +1 N P 6d10 (12.7) (B12) 50 10 VR 400m 2000 SOF2

14.5mm Assault Rifle

(Full Cybernetic Body Recommended)

RIF +1 N P 7d10 (14.5) (B14) 50 10 VR 400m 2500 SOF2







SNIPER RIFLES

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Arasaka WSSA

RIF +5* N P 6d6 (3.5mm FF) 40 2 VR 600m 2400 SOF2

FR-F6

RIF +3 N P 6d6+2 (7.62) 10 2 ST 500m 1100 ES

WA 2001 Sniper Rifle

RIF +3 N R 6d6+2 (7.62C) 10 1 VR 1000m 900 UK

Towa Manufacturing Type-00-Kai

RIF +3 N R 9d6+3AP (7.62 ET) 6 1 VR 1200m 3000 PAC

Setsuko-Arasaka WSE Kajiya

RIF +1 N R 9d6+3AP (7.62 ET) 5 1 VR 500m 1000 SW

Barrett-Arasaka 20mm

RIF +0 N R 4d10@ (20mm)(B4) 10 1 VR 450m 2000 CP20

Barrett M-90 Sniper Rifle

RIF +3 N R 6d10 (12.7 BMG) 10 1 VR 1000m 1500 HoB

Nomad "Long Rifle"

RIF +1 N P 7d10 (15mm BMG) 9 1 ST 900m 3000 NEO

Remington Gyro-Rifle

RIF +2 N P 7d6API (18mm GJ) 6 1 ST 600m 1000 P&S

Barrett-Arasaka WSSE

RIF +1 N R 8d10+3 (.50 ET) 10 1 VR 1000m 2500 SW





Arasaka 12.7 WSSE/R

RIF +2 N R 9d10 (.50 ET) 5 1 VR 1200m 2000 SW

Tsunami Arms Ramjet

RIF +4 N P Varies (8.5 RJ) 9 3 VR 800m 1230 Chr2

Winchester M70

RIF +3 N C 5d6+1 (30-06) 5 1 VR 500m 250 CP20

Nomad 7.62 Bolt-Action

RIF +2 N C 6d6+2 (7.62 C) 6 1 VR 400m 500 NEO









OTHER RIFLES

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Nomad .357 Mag Lever

RIF +2 L C 2d6+3 (.357 C) 9 2 VR 100m 300 NEO

Nomad .44 Mag Lever

RIF +1 L C 4d6+2 (.44 C) 8 2 VR 200m 650 NEO

Nomad .357 Mag Carbine

RIF +0/1 L C 2d6+3 (.357 C) 30 2/3 VR 100m 400 NEO

NorWolf Hunting Rifle

RIF +2 N C 2d6+1 (9mm) 8 1 VR 400m 600 CGen

NorBear Hunting Rifle

RIF +3 N C 2d6+1 (9mm) 10 1 VR 500m 1000 CGen





"Nomad Personal Weapon"

RIF +1 L P (10mm to 12mm) 50 2/3 VR 200m 500 NEO

Calico 9mm Rifle

RIF +1 L/N C 2d6+1 (9mm C) 50/100 1 VR 400m 650 NEO

M-99 EVAW

RIF +5 N R 6d6AP (12mm R) 30 2 ST 400m 5000 HoB

HVY +0 - - 2d6+1 (25mm HE) 10 1 ST 2000m - -

H&K HK77UK (Caseless)

SMG +1 L P 2d6+4 (9mm Long) 30 3/30 VR 250m 750+ SOF2

Militech Ninja (Caseless)

SMG +1 L C 1d6 (5mm/.22) 30/100 3/30 VR 250m 650 SOF





Polymer 1-Shot Cannon (Caseless)

RIF -2 L C 4d6+2 (13mm) 1 1 UR 100m 90 Chr2

S&W "Cyborg Assault" (Caseless)

RIF +0 L P Varies (13mm) 8 1 VR 100m 1650 Chr1

Militech Cyborg Rifle (Caseless)

RIF +1 N P 7d6+3 (.300Mag) 30/100 1/20 ST 500m 800 Chr2

Hughes Rocket Rifle

RIF -1 N R 3d10HEAT (18mm) 3 1 ST 500m 750 HoB

Militech XR-1 Mag Pulse

RIF +2 N P 3d10AP (EAP) 20 1 UR 800m 8000 SW

Malorian Assault Cannon

RIF +3 N - 7d10+4 (.75) 14 2 VR 400m – SW













MACHINEGUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Constitution Deluge (Caseless)

HVY +0 N P 1-2pts+Drugs 400 35 ST 60m 800 P&S

Arasaka "Crowd Control"

HVY +0 N E 1d3+1 (1d3 hits) 500 50 St 200m 1000 LD

Militech High Power 15

RIF +2 N P 2d6+4 (9mm Long) 180 20/60 ST 200m 1600 SOF

Dover GA-1112 Autogun

HVY +1 N R 4d6+4 (12mm Long) 400 80 ST 400m 1110+ SOF2

FN MG-6 "One-on-One"

HVY +1 N P 5d6 (5.56) 100 40 VR 450m 1800 ES

Militech M-232 SAW

HVY +0 N P 5d6 (5.56) 100/35 20 VR 400m 1000 HoB

H&K G-6 SAW (Caseless)

HVY +1 N P 5d6AP (6mm) 100 30 VR 450m 2050 Chr1

Fabrica M-2012HB SAW

HVY +2 N P 5d6+3 (6.5mm) 100 30 VR 450m 1600 SOF

Militech Renegade SAW (Caseless)

HVY +0 N R 6d6-1 (6.5mm H) 200/35 20 ST 400m 1100 CB2

Constitution Cyclone (Caseless)

HVY +1 N P 6d6+2 (7.62) 100 35 VR 500m 1200 P&S

M-60D Machine Gun

HVY +1 N P 6d6+2 (7.62) 100 20 VR 500m 1000 HoB

FN-MAG Machine gun

HVY +0 N R 6d6+2 (7.62C) 100/250 30 VR 1000m 1500 UK

Sternmeyer M-5A SAW

HVY -1 N R 6d6+2 (7.62) 200 20 ST 500m 1000 CB1

Towa Type-8

HVY +1 N P 6d6+2 (7.62) 100 35 VR 500m 2500 PAC

Militech RRCR Archer (Caseless)

HVY +1 L P 6d6+2 (7.62) 100+ 33 ST 400m 3300 SW

M2A5HB Browning .50

HVY +0 N P 6d10 (12.7) 100 10 VR 600m 2000 HoB

CYBERPUNK 2020 W







HEAVY WEAPONS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

KA F-253 Flamethrower

HVY -2 N R 2d10 10 1 ST 50m 1500 CP20





Setsuko-Arasaka Nova Photon

HVY +4 N R 4d10 (laser) 1 1 UR 500m 50,000 SW

Enfield 25mm Cockerill

RIF +1 N R 5d10+10AP (25mm) 12 1 ST 1500m 7400 UK

Barrett-Arasaka ET 20

RIF +1 N R 6d10@ (20mm ET) 10 1 VR 750m 3800 SOF2

60mm Light Mortar

RIF +0 N P 8d10 (60mm), 5m 1 2 VR 1000m 750 HoB

Colt-Mauser M2X

RIF +0 N R 8d10 (20mm) 8 1 ST 600m 3050 Chr2





Tsunami Arms Raijin Type-17

RIF +1 N R 8d10AP (20mm) 12 1 ST 1200m 7500 PAC

Militech Anti-Matter Rifle

RIF 0/+1 N R 9d10 (30mm) 5 1 ST 1600m 6000 Chr2

Militech BMFG 30mm Plasma Cannon

HVY +0 N R 9d10 (30 ET) (B9) 5 1 ST 600m 4500 SW











GRENADE LAUNCHERS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech "Cowboy" U-55

HVY +0 N P (25mm) 12 3 ST 150m 900 CB2

Militech Mini-GL (Pump)

HVY -1 L C (25mm/10ga) (B4) 4 2 ST 150m 225 Chr1

Militech Mini-GL (Drum)

HVY +0 N P (25mm/10ga) (B4) 16 2 ST 150m 475 Chr1





Tsunami Type-18 AGL

HVY -1 N P (25mm) (B10+) 30 10 ST 200m 2000 PAC

Arasaka WCCA Susano

HVY +0 N P (25mm) 9 2-9 VR 200m 450 SW

Commercial 40mm GL

HVY +0 L R (30-40mm) (B6) 1 1 ST 225m 150 CP20

M-32 Auto GL

HVY +0 N R (40mm) (B16-18) 50 20 VR 1600m 2500 HoB





M-205 Underbarrel GL

HVY +1 L P (40mm) (B6) 1 1 VR 200m 250 HoB

M-212 Grenade launcher

HVY +1 M P (40mm) 8 2 VR 200m 500 HoB

Towa Type-9 GL

HVY +0 N P (40mm) 8 2 VR 200m 750 PAC

Militech RPG-A

HVY -2 N R 6d10 HEAT, 4m 1 1 VR 750m 1500 MM

Militech RPG-B

HVY -2 N R 9d10 HEAT, 4m 1 1 VR 500m 1500 MM





Arasaka “Pocket Tsunami”

HVY +0 L P (25mm HP) (B11) 6 1 ST 200m 1250 SOF2

30mm HiVel Auto-GL

(Full Cybernetic Body Recommended)

HVY +0 N P (30mm) (B12) 25 15 VR 300m 2000 SOF2









GRENADES

Note: Grenades for launchers cannot normally be used as

thrown grenades and vice versa. Hi pressure grenades will not

function in normal launchers and vice versa.

Basic Grenades

HVY +0 P P Varies 1 1 ST Throw 20-30 HoB

Hand Grenades (20-30eb, thown 10 x BODY in m)

HE 7d6 frag to 5m & 3d6 to 6-10m

Anti-Tank 5d10HEAT, 3d6 frag to 5m, 1/2 throw

Chemical Gas, smoke or paint. 10m

WP/Incendiary 4d6 for 3 turns, 5m. Soft SP -2/round

Flash-Bang Stun -2 or D 4. REF 20 or B 2. 5/15m

Concussion Stun -5. 5/15m

Flash 20+ REF or blinded for 40 secs. 10m

Sonic (40eb) Stun -1, 20+ BOD or deaf 40 secs. 6m

Motion Restraint 25+ Dodge, 30+ BOD to get free. 1m

EMP (200-400eb) Disorient 1d6x10, Pulse effect. 4-10m

Saucer (65eb) 2d6+3 frag. 15m. +2 to throw

Mini-Gren (40eb) 1d6+3. 3m. 1.5" big

Scatter (70eb) IR defeating cloud for 5 turns. 5m

Spraypaint (20eb) Blind for 1-2 mins if center. 4m

Stench (20eb) V.Diff COOL/BOD roll. 5x5m

LN2 2d6+2 (min 6), 1d6/2+1 area. 3m

Smoke Pellets A stealth roll to escape the area

Acid (50eb) Acid cloud, 1pt/location/turn

Blind Gas Body -2 (+3 diff) or blind 1d10+2 turns

Hand-Fusing (30-40mm Launched Grenades)

Hvy - - P C Varies+1d6 - - - Throw +5 SW

Airfoil Grenades

Hvy - +1 P P Varies - - - Throw x2 SW

Biotech-Askari Motion Restraint

EX +0 P P Special 1 1 UR Throw 60 Chr1

EMP Grenade

EX +0 P R EMP Effect 1 1 ST* Throw 200+ Chr1

Scatter Grenade

HVY +0 P C Special (5m) 1 1 VR Throw 70 Chr2





Spraypaint Grenade

HVY +0 P C Special (4m) 1 1 ST Throw 20 Chr2

Stench Bomb

EX +0 P C Chemical 1 1 VR Throw 20 Chr2

GPz-78 Mini-Grenade

HVY +0 P P 1d6+3 (3m) 1 1 VR Throw 40 Chr1

Fen "Saucer Grenade"

HVY +1 P P 2d6+3 (15m) 1 1 ST Throw 65 Chr1

Burner Grenade

HVY +0 N R 5d6 x 4 turns 1 1 ST 5m 50 NE

Aluminium Incendary

HVY +0 P R 4d6 to all areas 1 1 ST Throw 170 P2













LAUNCHED GRENADES

Note: Grenades for launchers cannot normally be used as

thrown grenades and vice versa. Hi pressure grenades will not

function in normal launchers and vice versa.

25mm Grenades (30-70eb, 150m, HoB)

Chemical Smoke or gas. 5m

Flechette 2d6 x 1d6AP, 2mx25m pattern

Fragmentation 2d6+1 (1). 5m

HEP (40eb) 5d6HEP (3*), armor -2 levels

Stundart (5eb) Stun -4 through soft SP10, 100m range

Slasher (75eb) 4d6, 1/3 SP. 2m. -2 WA, 50m range

Frag 3d6. 3m

Flash 50% -5 REF+Awa for 3 turns. 5m

Incendiary 4/2/1d6. 1m

Concussion 3d6 Stun, SP 1/3. 4m

LN2 2d6 (min 4) to 2 areas+LN2 effects. 2m

Tsunami High Pressure 25mm Grenades (15eb, 1500m)

Frag 3d6+1 (1). 5m

HE 5d6 (2). 3m

HEP (25eb) 5d6 (3*), armor damaged 2 levels

Incendiary 4/3/2d6 (2). 2m

25mm Pistol Grenades (15m <9mm> 50m)

Concussion (15) 3d6 Stun, SP 1/3. 4m

Def. Frag (20eb) 2d6+1. 3m

FlashBomb (15eb) Stun save, -5 REF+Awa x 5 turns. 5m

HEP (30eb) 5d6 HEP

Incendiary (30eb) 4d6/3d6/2d6. 1m

Off. Frag (25eb) 5d6. 3m

Chemical (20eb) Smoke or tear gas. 3m

30mm Launched Grenades (200m, auto 1300m)

Same type & effects as 40mm Grenades, except:

Slasher (75eb) 4d6, 1/3 SP. 2.5m. -2 WA, 50m range

40mm Launched Grenades (R, 50eb, 200m/100eb, 1600m)

HE 7d6 (2). 5m radius. Armed after 10m

HEDP 4d10HEAT (4*), 4d6 over 1m

Illumination 20m + 20m LL, or 1d6x6. 5eb 'chute

Chemical Carriers gas or smoke. 10m. 5eb 'chute

Bean Bag 2d6; Stun -5, +1/15SP; 50m range

20+ REF roll, -1 Diff/100kg of target

WP 4d6x3 (2). 10m

Fletchette 1d6/2 x 2d6AP (1). 3mx25m

Flash-Bang Stun -2, stun+deaf 4 turns. 5/15m

20+ REF or blind 2 turns. 25m range

HEP 7d6 HEP, SP -5 levels, -1 WA

Grapnel (30eb+) 1/2 range, WA -2, 1d6 dam, Catch 50%

Net 25m range, WA -5, 1d6 + 50% wrap

20+ REF or 25+ BOD to escape net

Splatshell (10eb+) 1d6+1 hits. 5mx2m to 15x6m pattern

Slasher (75eb) 4d6, 1/3 SP. 3m. -2 WA, 50m range

Spraypaint (20eb) Blind for 1d6/3 turns, 4m

EMP (400eb) Disorient 10sec, Cyber 4/10min, 5m

LN2 2d6+2 (min 6), 1d6/2+1 area. 3m

Classic Rifle Grenades (50eb, WA -3, 100m)

HE 8d6. 5m

HEAT 8d10HEAT, 4d6 over 1m

Chemical Gas or smoke. 10m

EMP (400eb) Disorient 1d6x10, Cyber 4-10min, 5m

DCR Rifle Grenades (50eb, WA -1, 150m)

HE 7d6 frag to 5m, 3d6 frag to 6-10m

Smoke Smoke over 10m

HEAT 5d10HEAT, 3d6 frag to 5m. WA +0

EXPLOSIVES

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Fen Dz 25 "Det Card"

HVY +0 P P 1d10 HE 1 1 ST 0.25m 120 Chr1

Militech PDU-3

HVY +0 P P 2d6+5 1 1 ST 5m 150 Chr2

Thermite-In-A-Tube

HVY +0 P P 4d4x3, 15x3 turns 40ft 1 VR . 5m 30 Chr4

Blasting Cap

HVY +0 P P 2d10 1 1 VR 1m 5 LU

Detcord

HVY +0 P P 6d10 1 1 VR 1m 100/m LU

Antipersonnel Mine

HVY +0 J P 4d10 (2) 1 1 VR 7m 350 Chr3





M20 Claymore Mine

HVY +0 L P 4d10 1 1 ST 6x75m 500 HoB

Antitank Mine

HVY +0 L P 6d10AP, 6d6 (2m) 1 1 VR 2m 400 Chr3

Remote Vehicle Mine

HVY -2 L P 4d10 HEAT, 2m 1 1 VR 200m 600 HoB

Blast Satchel

HVY +0 N P 8d10 1 1 ST 10m 120 NE

Guncotton

HVY +0 P P 3d10 per kilo 1 1 ST 3m 10/kg LU

TNT

HVY +0 P P 4d10 per kilo 1 1 ST 3m 30/kg LU





Nitrogen Tri-iodide

HVY +0 P P 5d10 per kilo 1 1 UR 3m 2/kg LU

Plastique

HVY +0 P P 7d10 per kilo 1 1 VR 4m 75/kg LU

C6 "Flatfire"

HVY +0 P P 8d10 per kilo 1 1 VR 5m 100/kg LU

Nitroglycerine

HVY +0 P P 3d10 per 1/4 kilo 1 1 UR 3m 24/kg LU







RAIL GUNS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Rhinemetall EMG-85

HVY +3 N R 5d10+10AP (B11) 5 1/2 ST 1500m 11,370 Chr2





Deathwind Railgun

(Full Cybernetic Body Recommended)

HVY +3 N R 5d10+10AP 30 2 VR 1250m SW

MISSILE/ROCKET WEAPONS

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

MilitechUrban Missile Launcher

HVY +2 L P 4d6 (micromissile) 12 2 ST 200m 900 Chr2

U-barrel Micromissile

HVY +1 L P 4d6 (micromissile) 1 1 ST 200m 200 Chr2

Lance Mini-Missile (50%)

HVY +2 P C 4d10HEAT, 2d6 1 1 UR 300m 100 SOF2

Rostovic Wrist Racate

HVY +0 N P 5d6 (30mm) 6 3 ST 250m 380 Chr1





LAW III

HVY -2 L P 4d10 HEAT, 2m 1 1 VR 200m 300 MM

Militech Sure-Shot

HVY +2 N P 18d10 HEAT, 4m 1 1 ST 3000m 75,000 SW

Militech 4-Pack Missile

HVY 15 N P 20d10AP, 6m 1 1 ST 3000m 11000 SW

Arasaka AP-87 LATGM

HVY +2 N P 24d10HEAT 1 1 VR 1000m SW

INDIRECT FIRE/ARTILLERY

Name Type WA Con. Avail. Damage/Ammo #Shots ROF Rel. Range Cost Source

Militech Backpack Mortar

HVY 17 N P 7d6/3d6 (40mm) 20 1/3 ST 500m 1250 SW

Militech Man-Pack rocket

HVY 15 N P 13d10, 15m 1 1 VR 2000m 1500 SW

Ammunition Reloads

Light Pistol & SMG 15eb/100

Medium Pistol & SMG 30eb/100

Heavy Pistol & SMG 36eb/100

Very Heavy Pistol 40eb/100

Assault Rifle 40eb/100

Airgun Pellets 6eb/100

Acid or Drug Pellets 30eb/100

Needlegun Rounds 50eb/100

20mm Cannon Round 25eb each

Flamethrower Reload 50eb

Paintloads 10eb/100

Acid/Drug/Poison loads 30eb/100

Glass/Ceramic/Steel Balls 5eb/20

Gauss Rounds 20eb/mag

Gauss Battery Charge 10eb

Ammunition Types

Bullets SP Mod Damage Mod & Notes Cost Source

Standard - - 1x CP20

Sealed Caseless Bullets - Waterproof 2x SF

Brass Cased - - 3x CP20

Plasticase - Poor availability 1x CP20

Armor Piercing x1/2 1/2 Pen 3x CP20

Hollowpoints x2 1.5x Pen 1.125x Chr 1 & 2

Armor Piercing Incendiary x1/2 1/2 Pen, +1d6, 1d6/2. 50% fire 4x Chr 2

Dual-Purpose x1/2 1/2 Pen or 1.5x if unarmored 4x Chr 2

Frag Flechettes x1/2 [soft] Rare and very illegal 5x Chr 2

Electrothermal - 1.5x Damage (cased) 2x Chr 2

Rubber Bullets - Stun beyond 3m, below that 1/2 real, 1/2 stun 1/3x BH

Wasp Flechette 1/2 [soft] x1d6/2 10x UK

12mm Anti-Personnel 1/2 [soft] x2 10x UK

Electric Fire - Caseless rounds 0.9x SOF2

Smart Bullets - Rifled +1, smoothbore +2 WA at long+ range 10x SW

Silver Bullets - - 5x NE

Safety Rounds x2 3x Pen. Shatter on 10SP/30SDP 6x DS

Sky Marshal® Safety Rnds x2 2x Pen. 100eb/50 GW

Kill Rounds - x2 Damage (explosive) CIA only RM

Capture Rounds - 1/2 Damage, 2x Stun CIA only RM

Acid - 1D4x3, ceramic shells shatter on SP4+ 75eb/20 RPI

Heartbreaker - Heart attack 1d6 rnds, shatter on SP5+ 50eb each RPI

Shotgun Rounds

.410/28 Gauge (15eb/12)

Shotshell 2d6/1d6+2/1d6

Slug 3d6+1AP. Soft SP halves penetration

Triplex shells 1d6/2x2d6

20 Gauge (15eb/12)

Shotshell 3d6/2d6/1d6

Flare (25eb/25) Illumination 30m. 2d6+2 & 1d6/2 if hit

Flash-Bang Effects listed below. 2/5m. 25m range

Flash (30eb/25) Flash-Bang grenade in 25mx3m pattern

Slug 3d6+1AP. Soft SP halves pen damage

12 Gauge (15eb/12)

Shotshell 4d6/3d6/2d6. 1-3m x 50m

APFSDS (10eb) 6d6AP. 25m range

Flare (25eb/25) Illuminates 30m. 2d6+2 & 1d6/2 if hit

Flash-Bang Effects listed below. 2/5m. 25m range

Flash (30eb/25) Flash-Bang grenade in 25mx3m pattern

Flechettes (8eb) 4d6AP. Armor and pen damage 1/4

Gas (5-25eb) Tear, sleep, or biotoxin gas. 1m

HE (5eb) 4d6. 1/2m

HEAT 4d6HEAT

Non-Lethal 4d6 Stun, Soft SP only resist half dam

Slug 4d6+2AP. Soft SP halves pen damage

Smoke (15eb/25) 3m of smoke

Stinger (15eb/25) 4d6 Stun beyond 3m

Stundart (20eb/4) Stun -2, penetrates soft armor of 10SP

Thermite (30eb) 8d6AP, 1/2 width. 10% ruin barrel

Slasher (75eb) 4d6, 1/3 SP. 1m. -3 WA, 10m range

Ball Bearing (x2) 5d6+1/4d6+1/3d6+1, 1-2m pattern

12 Gauge Magnum

Buckshot (1eb) 4d6+2/3d6+2/2d6+2

HE Slug (2eb) 3d6, 1m radius

AP Slug (3eb) 3d6HEP

10 Gauge (15eb/12)

Same range & effects as 12 ga. with these exceptions

Shotshell 5d6/4d6/3d6

Flare (30eb/25) Illuminates 30m. 2d6+2 & 1d6/2 if hit

Flash (35eb/25) Flash-Bang grenade in 25mx3m pattern

Flechettes (8eb) 5d6AP. Armor and pen damage 1/4

Gas (5-25eb) Tear, sleep, or biotoxin gas. 2m

Non-Lethal 5d6 Stun, Soft SP only resist half dam

Slug 5d6+3AP. Soft SP halves pen damage

Smoke (20eb/25) 3m of smoke

Stinger (20eb/25) 5d6 Stun beyond 9m

10 Gauge 3" Magnum

Cannot be fired from a normal 10 ga. +20% to modify gun.

Shotshell 6d6/5d6/4d6

Stinger (19eb/25) 6d6/5d6/4d6 Stun over 9m

Gas 3m

Flare 40m, 3 turns. 3d6, 2d6

Smoke 4m, 5 turns

4 Gauge (CLAW)

#000 Buckshot 8d6

Slug 9d6+2AP. Soft SP halves pen damage

APFSDS 5d10AP

HEAT 7d10, 1/2SP

Slasher (75eb) 2.5m wide, 4d6 damage, 1/3 armor

Flechette, mini-grenades, non-lethal batons, thermite shells,

flash-bombs, HEP and gas shells are also available

Arrows

SP Mod Damage Mod & Notes Cost Source

Target 1/2 normal 24eb/12 SOF2

Broadhead 1/2 [soft] 2x Pen 40eb/12 SOF2

Stun - damage is Stun 20eb/12 SOF2

Spinner 1/2 [soft] 3x Pen 80eb/12 SOF2

Warhead varies 25mm pistol grenade, WA -2 varies SOF2

Crossbow Bolts

SP Mod Damage Mod & Notes Cost Source

Target 1/2 normal 30eb/12 SOF2

Broadhead 1/2 [soft] 2x Pen 50eb/12 SOF2

Stun - damage is Stun 25eb/12 SOF2

Spinner 1/2 [soft] 3x Pen 100eb/12 SOF2

Warhead varies 25mm pistol grenade, WA-2 varies SOF2

Silver 1/2 - 3x NE

Airgun Splatballs SP Mod Damage Mod & Notes Cost Source

Drugged - by drug type 5x CP20

Acid - 1d6 x 3 turns 5x CP20

Needlegun Loads SP Mod Damage Mod & Notes Cost Source

Normal 1/2 [soft] - 50eb/100 CP20

Drugged 1/2 [soft] + drug type 5x CP20

Anti-Armor 1/4 [s], 1/2 [h] - 4x WGF

HE (Impact) - 4d6 5x WGF

HE (Timer/Liquid) 1/2 [s] +4d6 5x WGF

Other Rounds

Micromissiles

HE (50eb) 4d6, 2m

Anti-Armor (75eb) 4d6 HEAT, 1/2 SP, 1m

HEP (200eb) 4d6+4, no burst

50 Caliber

BMG (15eb)

BMG Hex (30eb) 1/2 pen to soft targets, double to SDP

Smoothbore (25eb) for ETE weapons - WSSE/R

13mm Shells

HEP (45eb/12) 4d6+2

API (45eb/12) 4d6+3 1/2SP, 1d6, 1d6/2 0SP

Acid (20eb/12) 1d6 x 4 turns

LN2 1d6+2 to one location + LN2 effects

15mm Kurtz

"Practice" (8eb) 4d10+3@

HE (20eb) 3d10, 1m

25mm Cockerill Cannon Rounds

AP 5d10+10AP (Pen 5)

HEP 5d10+10HEP (Pen 6)

Flechette 1d6+3x1d6+1AP. 1m/2m/4mx100m

30mm Rockets (200eb/6)

HE 5d6 (1), 3m

Rockets Reloads

RPG-A HEAT 6d10AP 250eb

HE 6d10 (3), 6m 250eb

RPG-B HEAT 9d10AP 400eb

2" Rocket 6d10, 1 space\12 100eb

2.75" Rocket 8d10, 1 space\10 200eb

3.5" Rocket 9d10, 1 space\6 400eb

5" Rocket 13d10 1000eb

Missile Reloads

LATGM 12d10AP, 1/5 space 1500eb

HATGM 18d10AP, 1/3 space 3500eb

Hellfire 20d10AP, 1 space 10,000eb

Webs and Nets

Det Web (450eb) 40AP, WA 0, 25m range

Taser (100eb) As taser, WA 0, 25m range

Web Entangle, N.Imp Bod+Ref, 30m range

Sharpwire(450eb) WA +2, Bod/2 damage, 1/2SP, 10m

Militech MTL-1 Mini-Torps

Hi-Ex (300eb) 167m/turn, 8d10, passive sonar (-3 A/N)

Concussion (350eb) 1/2R, 1/2S, double SW

Shaped (550eb) 1/2SP, x2 Target SW, 1/2 radius

Proximity (+50eb) detonates within 5m of metallic source

Memory Mapping impossible to detect, +1000eb

Arasaka APW Mini-Torps

API (400eb) 1667m/turn, 4d10API, active sonar

HEP (400eb) 1/2R, 1/2S, ignore SP, x2 SW value

Passive Sonar -3 A/N, +150eb

Ammo Effects

API: Armor Piercing Incendiary, half armor and damage if the

round penetrates, but if penetrated armor won't protect against

addition damage.

EMP Grenade: When detonated the EMP grenade fuses its

internal mechanism five seconds after arming. Effects are similar

to a Techtronica "Pulse Rifle" over a 4-10m diameter.

Unshielded electronics and cyberware are immediately disabled.

Internal cyberware comes back on-line in 4 minutes, and

cyberlimb functions are regained in 10 minutes. Chips are wiped.

Electronics/cyberware with hardening/shielding are not effected.

Anyone in the area of effect will still have orientation loss (make

a Stun Save at -1, effects lasts 1d6x10 seconds).

HEAT: High Explosive Anti-Tank, half armor and full damage.

HEP: High-Explosive Penetration, damage is half real and half

is applied as concussion damage. Armor has no effect and is

damaged 2 levels.

Flash Bang Grenade: All people within 5 meters of the blast (15m indoors) must make a Stun Save at -2 to avoid being stunned and deafened for 4 turns (40 sec) and a Difficulty 20+ REF test to avoid

being blinded for 2 turns (20 sec). Anti-dazzle protection negates

the flash effect and makes the REF test unnecessary.

Shotgun Shell: All people within 2 meters of the blast (5m indoors) must make a Stun Save and a Difficult 20+ REF test to

avoid being stunned for 1 turn and blinded for 2 turns. The Flash-

Bang round has a maximum range of 25m, if it has not impacted

something solid by that time, it explodes automatically.

Non-Lethal/Concussive Damage: Subtract armor SP from

damage, up to half the damage total, at least half damage goes

through any armor except hard armors (i.e. Metalgear, ACPA,

full medieval armor). The target must then make a Stun/Shock Save as it was damaged by the concussion damage that went through. Rigid armor prevents any concussion damage from hitting the target; Skinweave has no effect on concussion damage. All targets, whether affected by the concussion or not, must make a Difficult 10 REF save or be knocked down by the impact

Firearm Accessories

Sights Bonuses & Notes Cost Source

Laser Sight +1 WA 100 CP20

Smartgun Link +2 WA with smartgun 100 CP20

Cyberoptic Targeting Scope +1 WA to smartgun attacks only 400 CP20

Smart/Vision goggles 4 option spaces, -10% option cost 200 CP20

- Smartlink Scope +1 WA, when used with a smartgun (+3) +360 CP20

- Magnification Upto x25 magnification +200 HoB

- Image Intensifiers +2 to Awareness +250 HoB

- Thermograph Works as the cybernetic option +200 HoB

Scopesight +2 L/E, +1 M, on an aiming action 200 HoB

Low Lite Scope +2 L/E, +1 M, on an aiming action 300 HoB

Computer Sights +3 L/E, +2 M, +LL, need to aim 500 HoB

Computer + Thermo Sight +3 L/E, +2 M, +LL, +Thermo, must aim 700 HoB

COT Sight Smartgun sight +3 WA 4000 SOF

Midnight Arms Smart Glove +200eb/smartgun 110 Chr3

Smartgoggle Mirrorshades 2 spaces, -10% option cost 450 Chr3

Smartplate Link Smartgun=3x base cost 300 Chr3

Digital Weapon Link +2 to TECH rolls for unjamming gun 500 Chr1

DUD Smartgun Controller Voice activated weapons, need DUD 720 Chr1

Holsters, etc Bonuses & Notes Cost Source

Holster Shoulder, thigh or leg 20 CP20

Shoulder Sling For rifles, shotguns, SMGs 5 CP20

Cyberleg Holster 1 L.Pistol to Med.SMG, & 1 clip 100 CP20

Cybernetic Pop-up Gun L.Pistol to Med.SMG 1-800 CP20

Weapon Mount & Link Hardpoint on cyberlimb for weapon 100 CP20

Gyro Mount Negates hip & movement penalties 250 HoB

Power Exo-Mount For hvy. weapons, -1 WA & MA, -2 REF 5000 HoB

Cybernetic Targeting System Built-in Gyro Mount 1300 SOF2

Speedholster +1 to Fastdraw 100 Chr1

Quickdraw Cyberarm Holster +2 to Fastdraw (P concealability) 200 Chr2

Underbarrel Weapons / Grenades Bonuses & Notes Cost Source

Commercial UB Gren. Launcher HVY +0 L R (30-40mm) 1 1 ST 225m 150 CP20

M-205 Grenade Launcher HVY +1 L P (40mm) 1 1 VR 200m 250 HoB

Classic Rifle Grenades HVY -3 N P Varies 1 0.5 VR 100m 50 HoB

Bayonet 3d6AP when fixed 15 HoB

Militech Pump Mini-Grenade L HVY -1 L C (25mm) 4 2 ST 150m 255 Chr1

Militech Drum Mini-Grenade L HVY +0 N P (25mm) 16 2 ST 150m 475 Chr1

DCR Rifle Grenades HVY -1 N P Varies 1 0.5 VR 150m 50/100 Chr1

.22 Muzzle Adaptor 50eb to fit, for firing rifle/pistol grenades 200 Chr2

Under-Barrel Capacitor Laser RIF +2 - R 3d6 2 2 UR 25m 950 Chr2

Under-Barrel Microwaver EX +0 - P 1d6+special 4 2 ST 20m 500 Chr2

Hip-mounted Powerpack x2 shots, +5m to microwaver range, 4 kg 250 Chr2

Under-Barrel Micro-Missile Pod HVY +1 L P 4d6 1 1 ST 200m 200 Chr2

Under-Barrel Sharpwire Net 450 Chr2

Security & Safety Bonuses & Notes Cost Source

Cookie Cutter Smartgun won't shoot badge wearers 300 SOF

Extra Cookie Cutter Badge as above 15 SOF

Techtronica "Scangrip" 200 SOF2

Stutter Chipping Can't shoot designated friendlys (10 sec) 310 Chr3

Nine-Eleven Chip Phones for help, 1d10+2 mins 175 Chr2

Security Chipping V.Diff Smartlock 250 Chr2

Gun-Cam Holds 10 digital pictures 100 Chr2

Other Equipment Bonuses & Notes Cost Source

Silencer/Suppressor -1 WA, +1 Con, Awareness roll to hear 100 CP20

Bipod +2 when braced & stationary 10 HoB

Portable Laser Rangefinder Determines exact range 50 HoB

New Frames Bullpup frame might lower concealability SOF

Braces and Stocks +1WA 50 SOF

Cooling Shroud +1 Rel 50 SOF

Magazine Extensions x2 or x3 capacity 40 SOF

Gun Cleaning Kit -1 Rel when used and not cleaned 50 SOF2

Electro-Thermal Battery 100 shot battery 150 Chr2

Kleen Bore Nanoagents Cleans gun! 50 Chr2

Bow Accessories

Equipment Bonuses & Notes Cost Source

Bow String Silencer Makes bow completely silent 50 SOF2

Crossbow Autoloader Holds 1/2 normal shots (6), ROF x2, -1 WA 25% SOF2

Basic Bow Sights +1 WA when aimed 50 SOF2

Cyber-targeting +1 WA (+2), needs smartgoggles/optic +250 SOF2

IR As cyberoptic option 200 SOF2

LowLite Negates darkness penalties 150 SOF2

Gyro-stabilizer Halves movement penalties for self-bow 100 SOF2

Melee Weapon Modifications

Equipment Bonuses & Notes Cost Source

Monomolecular Edges +1d6 damage, 1/3 soft SP, 2/3 hard SP 5x PAC

Advanced Weapon Modifications

Equipment Bonuses & Notes Cost Source

Cordless Smartchipping +2 WA, but using a wireless transceiver 150% WGF

Advanced Lasing Crystals +2 dice to beam laser damage, 7d6/12d10 max 200% WGF

Beam Splitters Area-effect. Range/pattern width+1m, -1d per meter width 2000eb WGF

Advanced Laser Batteries (Backpack) Holds 60 points/shots for beam/pulse lasers. 7kg 1000eb WGF

Advanced Laser Batteries (Stationary) Holds 100 points/shots for beam/pulse lasers. 15kg 2500eb WGF

Gauss Signature Suppressor Reduces detection chance by 50%. Large weapons only. 1200eb WGF

Remote Weapons Station 2m portable console, SP10 dome, 12 weapon links. 30kg 6000eb WGF

Remote Weapon Link Required for each remote weapon 500eb WGF

.Explosive Effects

Concussive Damage/HEP: Damage is half real, half stun and

armor has no effect. Soft armor is damaged 2 levels, and hard

armor takes 1/4 damage from the explosion. Equipment also

takes 1/2 damage. Within 1m: Full damage

Band 1: 1/2 damage

Band 2: 1/4 damage

Band 3: 1/8 damage

Shrapnel Damage: Anyone within two extra range bands of

the explosion takes 1d10* damage.

EXPLOSIVE DAMAGE MODIFIERS

Tamped Explosives: 1/2 range, x2 damage

Confined Spaces: x2 damage

Touching: x2 damage

Covering Blast: x3 damage

Gun Customisation (From Solo Of Fortune 2)

Modification Bonuses & Notes Cost Diff. Time

Custom Grip +1 WA Fastdraw, Snapshot 0.3x Diff 40min

Adjustable Stock 1 extra aiming turn, +1 WA Snapshot 0.6x Diff 2hrs

Folding Stock; Rifle +1 Concealability, -1/-2 WA 0.3x Aver 1hr

Stock; Pistol, Lt.SMG +0/+1 WA at Long & Extreme 0.3x Aver 1hr

Solenoid Trigger +1 WA at Extreme, +10% weight 1x Aver 1hr

Building Solenoid Trigger Replaces trigger with firing stud .5x Aver 1hr

Electric Trigger (CL) +1 WA at Extreme 1x Aver 1hr

Electric Fire Ammo (CL) Modify 100 rounds for electric fire - Aver 3hrs

Barrel Chopping +1 Con, 1/2 range, +50% pattern 0.3x Easy 20min

Chopping Pistol, SMG -1 WA, 1/2 range 0.3x Aver 20min

Cheap Barrel Chopping -2 WA, 1-2=jam, Fumble=explosion - NA 10min

Barrel Extension -1 Con, +25% range 0.3x Easy 30min

Burst Fire -1 WA, -1 Rel, allows 3 round burst 1.5x V.Diff 3-6hrs

Pure Auto Fire Fires 1/2 mag (max 30), WA: -1, -2 Rel 1x Diff 2hrs

Selective Fire Single, 3rnd, or auto at -2 WA; -1 Rel 2x V.Diff 4-6hrs

Heat Resistant Barrels Counteracts 1 level of Rel loss 0.5x Aver 40min

Make Resistant Barrel Use Weaponsmith to manufacture 0.2x Diff 1hr

Quality +1 Rel up to VR 0.5x

Compensation +1 ROF for semi-autos (ROF 1 or 2) 0.4x Diff 2hrs

Electrothermal Enhance. +50% dam, range; +.5-1kg; cased only 0.5x V.Diff

Smartgun Modification +2 WA with Smartgun Link 1x

Smart Plate Modification For use with Smartgun2 SmartPlate 0.2x

Smart Glove Mod. For use with Smart Glove 200eb

Brass Catcher Soft or hard versions 0.1x Easy 10min

Bayonet Lug Allows mounting of bayonet 0.1x Easy 10min

Finishes Bonuses & Notes Cost

- Standard Matte black, blued, nickel 0x

- Natural Colors Red, green, black, etc 0.1x

- Bowling Ball 2 or more colors mixed together 0.3x

- Custom Chrome, pearlescent, camo, gloss colors 1x

- Neon Glow Iridescent light emitting finish 1.5x

- Printless Near Imp TECH to lift prints 2x

Magazines Bonuses & Notes Cost

Extended Magazines upto 5x original capacity 1eb/rnd (cased)

- Over 2x -1 Con, -1 Rel, -1/-2 Snapshot .5eb/rnd (caseless)

- Heavy Weapons 2-3eb/rnd

Notes: These prices are moderated by normal economic factors (quality, black market availability, etc).

If the weapon is built to specification (by a weaponsmith with CADam and an autofactory for instance) the price modifiers are halved.