TEXT: 1 
   
   
  Presents:
  Presents:
  Presents:
  Presents:    
  THE ILLUSTRATED REFERENCE GUIDE VOLUME 
  THE ILLUSTRATED REFERENCE GUIDE VOLUME 
  THE ILLUSTRATED REFERENCE GUIDE VOLUME 
  THE ILLUSTRATED REFERENCE GUIDE VOLUME 2
  2
  2
  2    
  CYBERPUNK 2020 WEAPONS
  CYBERPUNK 2020 WEAPONS
  CYBERPUNK 2020 WEAPONS
  CYBERPUNK 2020 WEAPONS    
      
   
  
  2 
   
  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. 
   
  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.   
   
  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.  
   
  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.  
   
   
   
  Table Of Contents 
  Weapon Information 
  Melee Weeapons 
  Bows/Crossbows 
  Exotic 
  Ocean Weapons 
  Light Pistols 
  Medium Pistols 
  Heavy Pistols 
  Very Heavy Pistols 
  Light SMG’s 
  Medium SMG’s 
  Heavy SMG’s 
  Shotguns 
  Assautl Rifles 
  Sniper Rifles 
  Other Rifles 
  Machineguns 
  Heavy Weapons 
  Grenade Launchers 
  Grenades 
  Launched Grenades 
  Explosives 
  Railguns 
  Missile/Rocket Weapons 
  Indirect Fire/Artillery 
  Ammo 
  Ammo Effects 
  Firearm Accessories 
  Bow Accessories 
  Melee Weapon Mods 
  Advances Weapon Mods 
  Explosive Effects 
  Gun Customization 
  Legend 
  Credits 
  3 
  4 
  10 
  12 
  15 
  16 
  17 
  20 
  22 
  23 
  24 
  26 
  27 
  29 
  32 
  33 
  35 
  36 
  37 
  38 
  40 
  41 
  42 
  42 
  43 
  44 
  46 
  46 
  46 
  47 
  47 
  47 
  47 
  48 
  49 
   
   
  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. 
   
   
   
   
   
   
   
   
  
  3 
   
  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. 
  
  4 
   
  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 
  
  5 
   
   
  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 
  
  6 
   
   
  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 
  
  7 
   
   
  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 
  
  8 
   
   
  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 
  
  9 
   
   
  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 
  
  10 
   
   
  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 
  
  11 
   
   
  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. 
   
   
   
   
   
  
  12 
   
  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 
  
  13 
   
   
  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 
  
  14 
   
   
  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 
  
  15 
   
   
  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. 
  
  16 
   
  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 
  
  17 
   
   
  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 
  
  18 
   
   
  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 
  
  19 
   
   
  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 
  
  20 
   
   
  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 
  
  21 
   
   
  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 
  
  22 
   
  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 
  
  23 
   
   
  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 
  
  24 
   
   
  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 
  
  25 
   
   
  "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 
  
  26 
   
   
  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 
  WEAPOS LISTING 
  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 
  
  27 
   
   
  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 
  
  28 
   
   
  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 
  
  29 
   
   
  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 
   
  
  30 
   
   
  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 - - 
  
  31 
   
   
  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 
  
  32 
   
   
  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 
   
  
  33 
   
   
  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 
  
  34 
   
   
  "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 
  
  35 
   
  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 
  
  36 
   
   
  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 
  
  37 
   
   
  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 
  
  38 
   
   
  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 
  
  39 
   
   
  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 
  
  40 
   
  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 
  
  41 
   
  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 
  
  42 
   
   
  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 
  
  43 
   
   
   
  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 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  44 
   
  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 
  
  45 
   
   
  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 
   
  
  46 
   
  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 
  
  47 
   
  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. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  48 
   
  LEGEND 
  CYBERPUNK 2013 & 2020 BOOKS Code No 
  CP13 Cyberpunk 2013 CP3001 
  CP20 Cyberpunk 2020 CP3002 
  BH Blackhand's Street Weapons CP3461 
  Chr1 Chromebook 1 CP3701 
  Chr2 Chromebook 2 CP3181 
  Chr3 Chromebook 3 CP3331 
  Chr4 Chromebook 4 CP3471 
  CB1 Corpbook 1 CP3111 
  CB2 Corpbook 2 CP3151 
  CB3 Corpbook 3 CP3161 
  DS Deep Space CP3211 
  NO Near Orbit CP3301 
  ER Edgerunners Inc. CP3391 
  ES Eurosource CP3901 
  ES+ Eurosource Plus CP3421 
  SF Firestorm: Stormfront CP3481 
  SW Firestorm: Shockwave RT03491 
  HoB Home of the Brave CP3221 
  LU Listen Up Primitive Screwheads CP3291 
  LD Live & Direct CP3431 
  MM Maximum Metal CP3191 
  NEO Neo Tribes CP3371 
  NC Night City CP3501 
  PAC Pacific Rim CP3311 
  P&S Protect and Serve CP3171 
  BB R Bartmoss' Brainware Blowout CP3521 
  NET Rache Bartmoss' Guide To The Net CP3241 
  RB Rockerboy CP3401 
  UK Rough Guide to the U.K. CP3281 
  SOF Solo of Fortune CP 3101 
  SOF2 Solo of Fortune 2 CP3361 
  WS Wildside CP3271 
  ET Euro Tour (c) CP3131 
  LoF Land of the Free (c) CP 3231 
  FH Tales from the Forlorn Hope (c) CP3121 
  WCD When the Chips are Down (a) CP3801 
  HW Hard Wired (w) CP3201 
  WGF When Gravity Fails (w) CP3601 
   
   
   
   
   
   
   
   
   
   
   
   
  ATLAS GAMES SUPPLEMENTS Code No 
  AB The Arasaka Brainworm (a) AG5000 
  AFD All Fall Down (a) AG5040 
  BON The Bonin Horse (a) AG5050 
  TCB The Chrome Berets (c) AG5025 
  CF Cabin Fever (a) AG5065 
  CD Chasing The Dragon (a) AG5035 
  GW Greenwar (a) AG5055 
  NCS Night City Stories (c) AG5005 
  NWP Northwest Passage (a) AG5070 
  OC The Osiris Chip (a) AG5010 
  STF Street Fighting (a) AG5020 
  TTB Thicker than Blood (a) AG5045 
   
  WEST END GAMES SUPPLEMENTS Code No 
  ATM Alice Through The Mirrorshades (a) 12017 
   
  IANUS SUPPLEMENTS Code No 
  DM Dark Metropolis (w) ICP116 
  GCT Grimm's Cybertales (w) ICP110 
  NE Night's Edge (w) ICP101 
  CP Crash Point (a) ICP112 
  HF Home Front (a) ICP119 
  KOCJ King Of The Concrete Jungle (a) ICP106 
  MJ1-2 Media Junkie 1-2 (a, c) ICP107,14 
  N1-3 Necrology 1-3 (a, c) ICP102,4,5 
  PG Playground (a) ICP115 
  PB Premature Burial (a) ICP117 
  RM Remember Me (a) ICP118 
  SA Sub Attica (c) ICP120 
  SUR Survival Of The Fittest (a) ICP103 
   
  CYBERGENERATION Code No 
  CGen Cybergeneration 1st Ed. CP3251 
  Eco EcoFront CP3341 
  Med MediaFront CP3351 
  Vir VirtualFront CP3441 
  BDay Bastille Day (a) CP3261 
   
  MAGAZINES, NETBOOKS, ETC 
  I1.1 to I2.2 Interface. Vol 1 # 1-4, Vol 2 # 1-2 
  P1 to P3 Punk '21. # 1, 2, and 3 (UK) 
  RPI Role Player Independent, July (UK) 
   
  KEY 
  (a) Adventure 
  (c) Campaign 
  (w) Alternate World Book 
   
   
   
   
   
   
   
  
  49 
   
  (All weapons created by R. Talsorian games and their respected authors.  Weapon List Compiled by Node 16, images compiled by Deric Bernier.  
  Images by Deric Bernier, R. Talsorian Games, Nerf, Biometal79, Tigadee, Brit Nerf Mogul, Wes 7134, Sgt Burton, KingBouyah, Vulne Pro, Power 
  Rangers, Laser Tag, Glitchwerk, Duelisto, Codi_t, Crysis, Gears Of War, Halo, Ghost Recon, Torvenius, Nuclear Dawn, OutfoxedTW, Killzone, GI 
  Joe, Praetoris,  and other various manga, Anime, Comic book, video game, film, Airsoft, and RPG sources.  Special thanks to Matsuo, Darth Brass, 
  darcjedi, Tom_Braider, thedap, wuher_da_brewer, Capt_MarVel, Glim999, Pulseriflefan,  TK513,  gunnerk19, Tommin, Wolverine_solo, and all the 
  many fine prop replica builders of Mastucorp, the RPF, and BBC) 
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
   
  http://datafortress2020.110mb.com/ 
   
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Datafortress 2020 - Illustrated Weapon Reference Guide.pdf