Professional Documents
Culture Documents
Designing this weapon system, the idea was that the harder to get a weapon the
better it was. To that end availability is a measure of power and utility. If you
want a gun with lots of interesting parts that diversify it and power it up you've
got to work harder to get it.
Making a couple dozen different guns that I thought were better would just add to
the power creep. I also prefer modular systems of creation, as it helps GMs and
players alike find something their characters would use and flavour it to their
liking. If you're running a campaign in a locale where only a couple corporations
exist, you can make an arsenal using guns that would be sourced by those
companies.
In my system a gun's cost and availability are directly impacted by how powerful
the gun is. Guns with more parts are stronger and have more utility.
Skill Weapons
Longarms Shotguns
Sniper Rifles
For Example:
Londontown has freshly arrived in Seattle, unarmed and looking for a piece. They
need as much gun as possible in a small package for an upcoming bodyguard job.
Starting with the base heavy pistol Londontown starts looking for parts to add.
Acc DV AP Mode RC Ammo Avail Cost
5 8P -1 SA 0 10(C) 4R 380
A smartgun system and advanced safety system set to shock are important in case
they have to hand off the pistol during a pat down.
Acc DV AP Mode RC Ammo Avail Cost
Because they also need something to handle any range Londontown adds a C-Frame
they can throw in their bag.
Acc DV AP Mode RC Ammo Avail Cost
Finally to ensure that the whole package is able to fit snuggly in an armor
jacket they add Concealable.
Acc DV AP Mode RC Ammo Avail Cost
For flavour Londontown calls the Ares M72. A pistol calibre carbine made for Ares
vehicle crews that needed a lot of gun in a small package for defending themselves
and the vehicle as a last resort.
Now that Londontown has an idea of what they want they need to find and purchase
it. Since they're ingame they need to make an availability check to track it down
and purchase it.
Universal parts can be applied to any gun, as long as they're compatible with
other parts applied to the gun.
Parts
Acc DV AP Mode RC Ammo Avail Cost
Accurate: The weapon is finely tuned and machined for the tightest groupings.
Can be taken twice.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 +25%
Advanced Safety System: The system is matched to biometrics chosen by the owner.
If someone attempts to use it without those biometrics it can be unpleasant.
Requires Smartgun System. The gun is keyed to biometrics chosen by the owner. If
someone attempts to fire the gun without those biometrics one lock chosen by the
owner occurs. The lock is chosen on purchase. The first is the gun locks and won't
function. The second is the gun locks and deals 9S (Electric) at AP-5 to the
wielder. The third effect is the gun self-destructs, dealing 10P at AP-6 to the
wielder. Finally, the safety system comes with a target system, it can be set to
not shoot at people carrying RFID tags that you designate. People with these RFID
tags (Or grappled with one) aren't subject to suppressing fire or targetable from
shots with this weapon.
Acc DV AP Mode RC Ammo Avail Cost
+1 +200
Analogue: Whether the gun is an antique, cobbled from scrap or built with purpose
in mind it has no matrix presence.
Not compatible with Smartgun system or Milspec. No matter what this gun cannot be
hacked, damaged or tracked through the matrix. Due to its lack of functionality
the gun cannot make use of wireless or wireless bonuses. Due to having no tags or
identification it is also considered a forbidden item.
Acc DV AP Mode RC Ammo Avail Cost
+0F +0%
Bargain Brand: If you want a high tech gun but don't know where to good one you
can always go for a cheaper but hopefully as effective equivalent. In the battle
of quantity over quality something's got to give.
Prone to malfunctions, it requires one less die to glitch. Cannot reduce a gun's
availability below 0.
Acc DV AP Mode RC Ammo Avail Cost
-1 -1 -3 -50%
Concealable: Between collapsible frames, folding stocks and extending barrels the
gun is significantly easier to hide.
With a significant number of moving parts the gun can be easily hidden. Using a
Complex action the gun can be collapsed and reduce its concealability by 2 points.
While in this state it cannot be fired, but can be extended with a Complex action.
If the weapon has a smartgun system it can be wirelessly collapsed and extended
with a simple action.
CQC Config: Either built or repurposed with close quarters in mind, this gun is
for intimate encounters.
Incompatible with Far Sighting. When making attacks within short range the firearm
gains +2 accuracy and +1 die to the attack pool.
Acc DV AP Mode RC Ammo Avail Cost
-1 +1 +25%
DRM: The firmware the gun runs on is not only new but its source code is buried
under dozens of layers of security. The Doc's having a look at cracking it but
until then don't try to run DOOM on it.
Incompatible with Analogue. The gun is considerably harder to hack. Whenever a
sleaze attack is made to get a mark on the gun consider it or its master's
firewall to be at +2. The gun also increases its matrix condition boxes by +50%.
Acc DV AP Mode RC Ammo Avail Cost
+1 +100%
Fully integrated: This smartgun has been optimised exclusively for smartgun system
use. Eschews a lot of traditional mechanical parts for electronic ones to aid in
smartgun usage.
Requires Smartgun system. Gun can only operate when used with an active smartlink,
without it it’s an odd shaped club. Just about every function of the gun can be
performed wirelessly through electronic systems, short of aiming and swapping
magazines.
Acc DV AP Mode RC Ammo Avail Cost
+1 +2 +1 +50%
Gyro-mount: This gun uses a small-scale version of the system found on armoured
fighting vehicles. When your average cybered soldier runs at 40km an hour they
need to keep the gun steady at high speeds.
The gun accommodates a gyro-mount. The gyro-mount harness can be equipped over
armour with two complex actions and is obvious. The gun has a special mount that
can be attached to the harness with a complex action. An attached weapon can't be
disarmed, only knocked out of hand. While the mount is attached to the harness it
gains 2 points of recoil comp. Additionally, any penalties from movement (Running,
firing from moving vehicle, etc.) are halved.
Acc DV AP Mode RC Ammo Avail Cost
MAD Sensor Resistant: Many guns have plasteel or ceramic elements, few guns make
extensive use of them though. By replacing as much as possible with these parts
it’s possible to fool sensors, at the cost of less electronics in the gun.
Incompatible with Smartgun System. Applies a -2 to dice rolls to be found by
sensors. Can be taken three times.
Acc DV AP Mode RC Ammo Avail Cost
+3 +50%
Mil-spec: If you want the fanciest and most high-tech gear you've gotta get it
straight from the source. This weapon is top of the line, fresh out of R&D and the
envy of any collector. Mostly because it's ridiculously illegal to even touch.
Unless you're a corp HTR goon (Or impersonating one) being spotted with this will
result in authorities being called.
Change the weapon's availability to forbidden. Incompatible with Analogue, Bargain
brand and any weapon or weapon part that has or changes availability to a
forbidden rating. Unfortunately, these weapons are also distinctive and highly
missed. When someone attempts to track you down or profile you via this weapon it
adds +1 to their pool.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 +25% +1F +125%
Smart Platform: By incorporating a weapon mount and articulation points into the
gun it can be made autonomous at the cost of its ergonomics. It's generally taken
with an advanced safety system to prevent friendly fire.
Requires Smartgun System. As a complex action the Smart Platform can be set down
and activated/picked up and deactivated. While activated an autonomous program
takes over the shooting. The platform fires the weapon autonomously with a
dicepool of 8. It can be set to suppress an area/target or make single shots/short
burst attacks against any targets it sees. For the purpose of spotting targets it
has a perception of 6. Its initiative is 3d6+6. With wireless it can be controlled
from a distance and activated/deactivated as a simple action. If it runs out of
ammo it shuts down until reloaded.
Acc DV AP Mode RC Ammo Avail Cost
+2 +1000
Suppressed: The weapon has an integral suppressor built into it, commercially
intended for minimizing noise while on the range. Obviously there's much more
practical reasons.
The weapon is silenced, incurring a -4 to perception checks to hear the gun fire.
Acc DV AP Mode RC Ammo Avail Cost
+1 +50%
Vented: By directing the way the gas vents from the barrel while firing it makes
the gun more controllable.
Incompatible with suppressed.
Acc DV AP Mode RC Ammo Avail Cost
+3 +2 +50%
An odd juxtaposition of a weapon; heavy pistols are both weapons of celebrity and
soldier. You can't disassociate the images of an oiled up action hero or faceless
corp goon opening fire from a heavy pistol. It's easy to see why. These are
massive hand cannons that make the sound of whatever deity you believe in slamming
their door on your survival prospects. They’re as much about sending a message as
they are delivering lead.
Specific Parts
Burst Fire: For engaging multiple targets or having fun dumping lead downrange.
Not generally employed in Heavy Pistols due to the heavy recoil they face.
Incompatible with Revolver. Adds the Burst Fire mode to the pistol, employing the
burst fire mode requires a complex action rather than a simple.
Acc DV AP Mode RC Ammo Avail Cost
+BF +1 +50% +3 +200
C-Frame: For when you only have a pistol but need to hit something further away.
The pistol is modded to accept a C-Frame. The C-Frame comes separate and attaches
to the pistol, providing a longer barrel and stock to steady aim and hit long
distance targets.
The heavy pistol has been modified to accept a C-Frame attachment. It can be
attached or detached as a complex action. While attached the Heavy Pistol uses SMG
ranges, +1 accuracy and gains 2 points of concealability. However the pistol only
gains the accuracy and range if used two handed. If the pistol has the
collapsible part the C-frame can collapse when attached. If lost the PC Carbine
attachment can be replaced for 400 Nyen.
Acc DV AP Mode RC Ammo Avail Cost
+3 +500
Revolver: Trading capacity for the ability to fit larger calibres ergonomically,
get the most gun you can in a handheld package. With the addition of a smart
cylinder individual rounds can be loaded and selected on the fly.
Changes the ammo to 6(cy) and the fire mode to SS. With a Smartgun System
different bullets can be loaded in the revolver and be chosen before rolling to
fire. Can only take deep reserves once. Not compatible with silenced, burst fire
or full auto.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 SS 6(cy) +0 +150
Shell use: The heavy pistol has been modified to effectively fire shotgun style
flechette shells.
When firing Flechette ammo through this gun, use Shotgun Flechette range. Firing
Flechette you may fire with a narrow, medium or wide choke. The choke may be
changed with a simple action. If using a smartgun system, changed with a free
action.
Acc DV AP Mode RC Ammo Avail Cost
+2 +175
Cavalier Warden: Designed by someone whose family was killed by a savage pack of
wrist bones. The Warden's light construction and short barrel makes it kick like a
mule. In close encounters where speed is of the essence however, this gun is king.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 9P -2 SS 0 6(cy) 10R 1300
Parts: Accurate, Advanced Safety System, Concealable, CQC Config, Revolver,
Smartgun System
WD 10mm: The WD 10mm is a gun sold off by the Wick Duels, a CQC Gun Kata
promotion. Designed to be an effective intro gun for Gun Kata, it features heavily
in media and is now associated with operator wannabes more than serious
combatants.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 8P -1 SA 1 10(C) 10R 885
Parts: Facepunch Compensator, Smartgun System, Survivalist Frame
SMGs
When you need a gun you need a gun. Light pistols are the most common sidearm
about, able to be stuck in the back of your jeans without fear of being spotted;
only of grazing a cheek. Although they're low calibre they're more than capable of
dealing with everyday threats in your security/criminal/postal work. The sheer
variety of configurations means there is something for everyone.
Specific Parts
Burst Fire: For engaging multiple targets or having fun dumping lead downrange,
Burst Fire light pistols are a common sight.
Adds the Burst Fire fire mode to the pistol
Acc DV AP Mode RC Ammo Avail Cost
BF +1 +50% +3 +200
Full Auto: Turn the pistol into a true machine pistol. Unfortunately the extended
mag and larger design make it harder to conceal
Requires Burst Fire mode. Adds the Full Auto firemode to the pistol. Increases
Concealability by 2.
Acc DV AP Mode RC Ammo Avail Cost
-1 FA +1 +50% +3 +250
Large Calibre: The pistol is a larger calibre than most of its ilk, allowing them
to do more damage.
Acc DV AP Mode RC Ammo Avail Cost
+1 -25% +2 +100
Revolver: Trading capacity for the ability to fit larger calibres ergonomically,
get the most gun you can in a small package. With the addition of a smart cylinder
individual rounds can be loaded and selected on the fly.
Changes the ammo to 8(cy) and the fire mode to SS. With a Smartgun System
different bullets can be loaded in the revolver and be chosen before rolling to
fire. Can only take deep reserves once. Not compatible with silenced, burst fire
or full auto.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 SS 8(cy) +0 +125
Sliver Gun: Guns specially designed around flechette cartridges are common amongst
those dealing with unarmoured targets, usually the avenue of pest control experts.
Assassins striking unprepared targets have become a surprising niche market
however.
Can only use flechette ammo.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 +100% +2 +200
Spectre: For clandestine operations noise from guns is a major issue. The spectre
system employs a slidelock partnered with a customised silencer to further reduce
noise.
Requires Silenced. Adds an SS fire mode to the gun. When fired in SS perception
checks to hear the gunshot are penalised by a further -2.
Acc DV AP Mode RC Ammo Avail Cost
+1 +150
S-Rev 38: A compact and concealable revolver. Reliable and user friendly, it's
popular on the market for citizen's self defence.
Acc DV AP Mode RC Ammo Avail Cost
6(7) 6P -1 SS 0 4(cy) 5R 462.5
Parts: Holdout, Revolver, Survivalist Frame, Tactical Suite
Whisper: Originally a veterinary tool for quietly putting down animals. Nowadays
it sees just as much use as an assassin's handgun. Flechette ammo factored into
profile.
Acc DV AP Mode RC Ammo Avail Cost
7 9P +5 SA 1 26(c) 8R 825
Parts: Large Calibre, Sliver Gun, Spectre, Suppressed,
Tasers are extremely useful deterrents for those with the desire to keep someone
down without all the finality a bullet has. These fire darts that discharge a
large amount of electricity to painfully subdue your target. So ubiquitous that
the old lady who got robbed took down the punk with one she bought at a vending
machine. Everyone needs a weapon, even you pacifistic types.
Base Taser
Acc DV AP Mode RC Ammo Avail Cost
4 6S(e) -5 SS 0 3(m) 0 180
Parts:
Specific Parts
Clip fed: Despite the tidal waves of complaints asking us to remove this part from
the catalogue due to inaccurate information it has been kept due to overwhelming
usefulness.
Change the base ammo capacity from 3(m) to 6(c).
Acc DV AP Mode RC Ammo Avail Cost
6(c) +2 +150
Extra Voltage: Cranking the voltage results in more sure takedowns on even the
toughest perps.
Can be taken three times.
Acc DV AP Mode RC Ammo Avail Cost
+1 +3 +200
Mercy Seat: A dangerous black market part used by sadistic individuals. Causes
burns, heart fibrillation and burns out the nervous system. The mod is obvious
from the occasional sparks it emits as well as the scars it leaves.
The taser does physical electric damage instead of stun. The taser's availability
becomes forbidden. On a glitch the taser malfunctions and deals its damage to the
user expending the shot. On a critical glitch the taser deals its damage +2 for
each round left in the gun to the user, expending all ammo.
Acc DV AP Mode RC Ammo Avail Cost
+4F +250
EVO Subduer: Coming from a hijacked Antarctica bound shipping container, these
milspec tasers are top of the line. Strangely the Guardian system in it seems to
collect the biomonitor info and categorise its targets as one of seven 404 errors.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 8S(e) -5 SA 1 7(c) 17F 1320
Parts: Clip Fed, Extra Voltage x2, Guardian Angel, Milspec, Semi Automatic,
Smartgun System.
Horizon CDD: The Client Defence Device is a quiet and non-lethal way of stopping
low level threats from interacting with VIPs. When approaching your favourite
celebrity you never know how many of these are ready to be drawn on you.
Acc DV AP Mode RC Ammo Avail Cost
4(5) 7S(e) -5 SA 0 6(c) 11 815
Parts: Clip Fed, Concealable, Extra Voltage, Semi Automatic, Tactical Suite
M1911 Amp: Intended for military personnel not used to handling a taser.
Unfortunately its similarity to its base model can cause 'accidents.'
Acc DV AP Mode RC Ammo Avail Cost
4(6) 7S(e) -5 SS 0 9(c) 10 800
Parts: Clip Fed, Deep Reserves x2, Extra Voltage, Far Sighting, Smartgun System
So potent a symbol that federal governments (Remember them?) used to emblazon them
on their currency and flags. These weapons create revolutions. They crack down on
civilian resistance. They protect values and destroy lives; these weapons are the
means of war. Purchase comes with free krill foot-long.
Specific Parts
Bracing System: The gun incorporates a shock pad and bulky foregrip that aid in
control. The foregrip additionally folds down into a tripod for setting up a
killzone.
The gun gains recoil compensation. In addition, it comes with a tripod that can be
deployed as a simple action. While deployed on a flat surface (Windowsill, ground,
counter, etc) the gun gains 6 points of recoil compensation. If an aim action is
taken on a deployed bipod any single bullet attack made gains an extra +1 to the
attack pool for that attack.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2 +500
Gun Shield: A small shield mount is added so a shield can be attached or removed
as needed. The look and make of the shield can range from ballistic polymer to a
piece of scrap with profanity written on it.
The gun shield can be attached or removed with a simple action. While attached
Large Caliber: Instead of regular rounds the assault rifle makes use of larger
rounds, trading less capacity and more recoil for a harder hitting gun.
Can be taken twice.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 -25% +1 +200
Metal Storm: Rather than using traditional magazines the gun uses combination
barrels and caseless mags. Although unwieldy the muzzle loaded magazines allow for
multiple ammo types.
Not compatible with Large Calibre or Deep Reserves. Only one magazine can be used
at once. Swapping to another loaded magazine is a simple action. With an active
smartgun system it's a free action.
Acc DV AP Mode RC Ammo Avail Cost
-1 4x20(c) +2 +300
Modular Barrel: Modifies the barrel to allow a quick swap between a built in
compensator and silencer.
Incompatible with Suppressor and Vented. The Assault Rifle can be fired with
either an integrated suppressor (-3 to perception checks to hear) or compensator
(Gain 2 points of recoil compensation). Swapping between them is a complex action,
simple with an active Smartgun system.
Acc DV AP Mode RC Ammo Avail Cost
+3 +1000
Underbarrel Weapon: For when you need more gun, double your fun. Under-barrel
weapons of all sorts are on the market now to increase combat flexibility.
An underbarrel weapon is attached to the gun, increasing concealability by 2.
Either the main or under-barrel can be fired in the same pass. If the assault
rifle benefits from a smartgun system so does the under-barrel if it's a gun. The
Flamethrower has no strength requirement.
6 (Str+1)P -2 1 +1 +200
Grenade launcher (Uses Heavy Weapons skill and Grenade Launcher rules)
Acc DV AP Mode RC Ammo Avail Cost
4 Grenade - SS 3(c) +3F +1200
Shotgun (Uses Longarms skill, Shotgun Cylinder rules and Choke rules with
Flechettes)
Acc DV AP Mode RC Ammo Avail Cost
4 10P -1 SA 0 4(cy) +3 +1000
Maersk AR 43: The current standard Assault Rifle for what's left of the Frogman
Corps. There's been an ongoing contract since the Black Tides for a continuing
update of the Amphibious Rifle. As of now this is the 43rd variant of the
venerable rifle.
Acc DV AP Mode RC Ammo Avail Cost
6(7) 10P -2 SA/BF/FA 2 40(c) 15F 4700
Parts: Far Sighting, Large Calibre, Mil-Spec, Modular Barrel, Survivalist Frame,
Tactical Suite
Purifier: This weapon platform consists of modified Colt M23s paired with high
intensity flamethrowers. The designs are open source, spread by some vigilante bug
hunters. An integral feature of the tanks is being able to ignite themselves in
case of user capture.
Acc DV AP Mode RC Ammo Avail Cost
5(6) 9P -2 SA/BF/FA 5 40(c) 14F 3850
4 8P(fire) -6 SS 0 2(c)
Parts: Gyromount, Tactical Suite, Underbarrel Weapon (Flamethrower), Vented
Shiawase Tsunami: A Shiawase assault rifle built off of the back of their monsoon
line of guns. Currently out of production, the last few of these out on the market
are being snatched up by collectors.
Acc DV AP Mode RC Ammo Avail Cost
4(6) 9P -2 SA/BF/FA 4 4x20(c) 12R 2300
Parts: Bracing System, Metal Storm, Smartgun System,
Base LMG/MMG/HMG
Name Acc DV AP Mode RC Ammo Avail Cost
LMG 5(7) 11P -2 FA 3 150 (Belt) 12F 5500
MMG 5(7) 12P -3 FA 3 150 (Belt) 12F 7500
HMG 5(7) 13P -4 FA 3 150 (Belt) 16F 14,000
Parts: Advanced Safety System, Smartgun System,
MMGs require a strength of 8 to wield like a normal gun. They can be carried with
a strength of 4 but only fired if deployed on a bipod. HMGs require a strength of
10 to wield and carry.
With a part can use a Pack (pa) to hold the machinegun’s ammo. Packs are backpack
sized containers, worn on the back. Replacing a pack requires 2 complex actions.
Extra packs cost 500 nuyen.
Specific Parts
Ammo Pack: for the least subtle of tactical operations, never run dry. With some
modification to the gun it ensures a continuous feed.
Changes the ammo to 600(pa).
Acc DV AP Mode RC Ammo Avail Cost
+1 +2000
Bracing System: The gun incorporates a shock pad and bulky foregrip that aid in
control. The foregrip additionally folds down into a tripod for setting up a
killzone. The gun gains recoil compensation. In addition, it comes with a bipod
that can be deployed/retracted as a simple action. While the bipod is deployed on
a flat surface (Window sill, ground, counter, etc) the gun gains 6 points of
recoil compensation.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2 +1000
Lightened: A useful modification, if only for the chiropractor bill. Swaps heavy
parts for lighter ones, skeletonizes as much as possible and removes “extraneous”
features such as barrel length. Results in a more portable and less controllable
machine gun.
Incompatible with LMGs and Survivalist Frames. Reduces the strength requirement
needed to wield the machine gun by 2.
Acc DV AP Mode RC Ammo Avail Cost
-1 -2 -50% +0 +1000
Minigun: The machine gun uses a gatling barrel to reduce overheating and
accommodate a ludicrous fire rate.
Incompatible with Select Fire. When using suppressing fire with the machine gun
you can double the end width of the suppression zone by spending an extra 20
bullets.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2000
Overwatch CPU: The Smartgun system is equipped with a motion detector; capable of
picking up a peeking head at over 300m. Keep foes pinned with carefully placed
suppression fire.
Requires Smartgun System. The gun is equipped with a rating 2 motion sensor. When
using suppression fire you can add up to 3 net hits from the initial roll as +1
each to the machine gun's suppressive fire damage.
Acc DV AP Mode RC Ammo Avail Cost
+2 +3000
Select Fire: A shortcut to fire discipline, a fire selector with a limited full
auto burst included.
Adds a burst fire mode to the machine gun.
Acc DV AP Mode RC Ammo Avail Cost
BF +1 +2000
Banshee Project (MMG): What happens when you let an elven arts major become an
armourer. Idril set about designing this gun with one question; Can I make it
scream? The terrifying answer is now mournfully howled across battlefields
punctuated with the death throes of its victims.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 12P -3 FA 6 150 (Belt) 17F 13,850
Parts: Advanced Safety System, Ammo Pack, Gyro-Mount, Smartgun System, Vented
Hydra Cannon (HMG): This massive rotary cannon has been hunted by Horizon war
correspondents for years. It shows up in conflicts to turn the tides with no
discernible pattern. The Hydra Cannon always appearing on a stealth drone of
unknown make where it's the only visible feature. The footage isn't for the faint
of heart. Theories range from grisly product placement to a gunsmith's pet
project.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 13P -4 FA 3 150 (Belt) 21F 30,500
Parts: Advanced Safety System, DRM, Firewalker CPU, Smart Platform, Smartgun
System,
TT-8mm (LMG): A custom made suppression tool, the TT-8mm is built for long
engagements. In the 58th Battle Brigade the weapon's bulky profile and the
sedentary position of its users has earned it the nickname 'Pàng pìgu'.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 11P -2 FA 5 225 (Belt) 18F 12,250
Parts: Advanced Safety System, Bracing System, Deep Reserves x 2, Overwatch CPU,
Smartgun System,
These compact bullet hoses are found on both sides of the law, riddling places of
business with holes. While most wielders aren't able to hit the broad side of a
barn these weapons are actually quite accurate. The low kick from pistol rounds,
high capacity and full fun capability keeps these guns relevant.
Base SMG
Acc DV AP Mode RC Ammo Avail Cost
5 7P 0 SA/BF/FA 3 40 4R 650
Parts:
Specific Parts
Carbine: Technically a PDW, but infuriatingly still found in the SMG section of
third-rate gun companies. These guns utilize rifle cartridges in as concealable a
package as possible.
Instead of SMG bullets the gun now uses Assault Rifle Bullets. Increases the
concealability by 2.
Acc DV AP Mode RC Ammo Avail Cost
-2 +1 +350
Cornershot Frame: This SMG frame consists of a gun and camera at the end, a
rotation point in the middle and a touch screen and controls by the grip and
trigger. It allows for ease of shooting behind cover.
The SMG incorporates a camera that can easily shoot from behind cover at a -3
penalty. The camera has capacity for any one vision enhancement, if the SMG has
Far Sighting the vision enhancements from both parts are shared with each other.
If used with an active smartgun system the penalty is reduced to -1.
Acc DV AP Mode RC Ammo Avail Cost
+2 +500
If the SMG has a smart platform it's incorporated into the innocuous object,
allowing it to function as a smart platform. To be used normally as a gun it still
requires the gun to be removed from the innocuous object, though even while
removed it can still use the smart platform. If the innocuous object is lost it
can be rebought for 1300 in total.
Acc DV AP Mode RC Ammo Avail Cost
+2F +1000
Large Calibre: The SMG is a larger calibre than most of its ilk, allowing them to
do more damage.
Acc DV AP Mode RC Ammo Avail Cost
+1 -25% +2 +150
Rapid Fire: Modifies the firearm to increase the cyclic rate to well over 1000.
Unfortunately one of the many sacrifices for this was the fire selector. Not that
you'll need it now.
Incompatible with Carbine. Removes the semi auto function of the SMG. Bursts and
full auto consume an extra 3 bullets, increasing recoil. However; they also
inflict an additional -2 penalty to the defence pool.
Acc DV AP Mode RC Ammo Avail Cost
-1 +2 +300
Small Calibre: Using the lower end of the pistol calibre, these SMGs are more
about sheer volume of fire being put in the same spot than individual powerful
shots.
Not compatible with large calibre or carbine.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 +3 +100% +0 +0
Storm Magazine: A heavily expanded magazine, allowing the SMG to lay down a
significant amount of fire. Come in various forms, such as quad stacked or helical
mags.
Incompatible with Carbine.
Acc DV AP Mode RC Ammo Avail Cost
+100% +2 +250
H&K SMP: A H&K SMG made with security forces in mind that need something compact
and secure to operate in claustrophobic environments. Many have been sold to
Metropole where such a thing is extremely useful in the favelas.
Acc DV AP Mode RC Ammo Avail Cost
7(9) 8P 0 SA/BF/FA 7 40 14F 2787.5
Parts: Accurate, Advanced Safety System, Large Calibre, Milspec, Smartgun System,
Tactical suite, Vented
Smuggler's Klavier: Named for the small keyboards they come hidden in, these guns
are for discrete but significant firepower. Although extremely illegal their
blueprints are open source on the matrix.
Acc DV AP Mode RC Ammo Avail Cost
5(6) 7P 0 SA/BF/FA 3 50 12F 2625
Parts: Analogue, Deep Reserves, Innocuous, Mad Sensor Resistant, Suppressed,
Tactical Suite
Villar Barren v2: Barrens hardware has never been up to scratch, especially these
stamped metal monsters. Rather than attempt to improve the design the smith just
chose to integrate two and call it a day.
Acc DV AP Mode RC Ammo Avail Cost
5 6P 0 BF/FA 9 80 8F 1275
Parts: Analogue, Rapid Fire, Small Calibre, Vented
Exceptionally large calibre, simple to use and a guarantee that it will make an
intimidating noise whenever you pull it out. Shotguns easily accommodate a wide
variety of ammunition to ensure you can put down whoever you're hunting. Their
various forms mean you can also easily tailor your choice of destruction. Do you
want to sweep the streets or put a hole in an engine block?
Base:
Acc DV AP Mode RC Ammo Avail Cost
4 10P -1 SA 0 8(m) 2R 650
Parts
Specific Parts
Brutal: At the cost of the more complicated parts the shotgun can use much more
vicious shells without destroying your internals.
Incompatible with Magazine fed and Burst Fire. Replace the SA firemode with SS.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 SS +1 +250
Burst Fire: Modifies the action and adds a fire selector, allowing for a vastly
improved fire rate. Adds a burst fire mode to the gun.
Acc DV AP Mode RC Ammo Avail Cost
+BF +1 +3 +600
Cylinder fed: The shotgun uses a rotating cylinder that stores ammo rather than
other methods. Uncommon, but useful for breachers as it allows breaching and
regular rounds to be loaded.
Changes the ammo to 6(cy). With an active Smartgun System different bullets can be
loaded in the shotgun and be chosen before rolling to fire.
Acc DV AP Mode RC Ammo Avail Cost
6(cy) +0 +0
Drum Fed: For those with a hatred of reloading that occupy target rich
environments.
Requires Magazine Fed. Incompatible with Super Shorty. Changes the ammo to 24(d).
With a Smartgun System different bullets can be loaded in the shotgun and be
chosen before rolling to fire.
Acc DV AP Mode RC Ammo Avail Cost
24(d) +2 +1000
Full Auto: Not for the faint of heart or the weedy. Shotguns with this part have
made for a number of entertaining trids, generally containing negligent discharges
and stray fire.
Adds a full auto fire mode to the gun.
Acc DV AP Mode RC Ammo Avail Cost
+FA +1 +3F +600
Gun Shield: A small shield is attached to the gun that can be deployed as needed.
The look and make of the shield can range from ballistic polymer to a piece of
scrap with profanity written on it.
The gun shield can be deployed or removed with a simple action. While attached
gain +2 armour (counts for armour encumbrance) if the weapon is readied. Attacks
made while the shield is deployed suffer from -1 accuracy.
Acc DV AP Mode RC Ammo Avail Cost
+2 +600
Less Lethal: These green barrelled shotguns are a favourite of law enforcement.
They are adapted to fire ammo intended to incapacitate suspects for questioning.
Can only fire Capsule, Gel or Stick and Shock rounds. Comes with an under-barrel
Stunner. Either the stunner or the shotgun may be used each pass.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 +50% +2 +800
Magazine Fed: This shotgun uses an external magazine instead of the usual internal
one to improve capacity and speed up reloads.
Changes the ammo to 12(c).
Acc DV AP Mode RC Ammo Avail Cost
12(c) +2 +600
Small Gauge: Usually used for hunting big game, these shotguns fire larger
projectiles or a more overwhelming swarm of Flechettes. Can be taken up to 3
times.
Super Shorty: A smaller packaged shotgun, ranging from small ones made for
breaching to a ganger’s sawn off.
Incompatible with Deep Reserves. Reduce the shotguns concealability to +2. When
firing Non-Flechette rounds use heavy pistol ranges. When using Flechette rounds
only use medium or wide chokes. With 6 strength or higher the shotgun can be fired
one handed at a -2, but suffers from double recoil modifiers. If applied to a
shotgun without the double barrelled part reduce the ammo capacity by half.
Acc DV AP Mode RC Ammo Avail Cost
-1 -2 +0 +0
Ash Arms King: Large, vicious and double barrelled. This massive calibre shotgun
was originally marketed towards big game hunters. After the release of Evil Dead
(2072) it was cut down and sold to gun loving fans of the film, complete with
(Decorative) blood stains.
Acc DV AP Mode RC Ammo Avail Cost
6 13P -3 SS -2 2(b) 9R 2425
Parts: Accurate x2, Brutal, Double Barreled, Small Gauge x2, Super Shorty
Brew-2L: A man whose ambition far outstripped his talent, Brewster worked
feverishly on this unholy marriage of flechettes and full auto. Eventually he
released this exceedingly dangerous (to both parties) shotgun. Although sane
operators won't touch it this gun is a highly prized ganger toy.
Acc DV AP Mode RC Ammo Avail Cost
3 11P -1 SA/BF/FA 1 24(d) 11F 3725
Parts: Analogue, Bargain Brand, Burst Fire, Drum Fed, Full Auto, Magazine Fed ,
Small Gauge
TIMO Gen 3: This lever action shotgun is designed for one handed use. The lever
action is exceedingly smooth and efficient, so far as to be able to be spin-cocked
on the harness. The TMH is a niche weapon, seeing most of its sales go to
Mongolian Go-Gangs.
Acc DV AP Mode RC Ammo Avail Cost
3(5) 11P -2 SS -2 4(m) 10R 2312.5
Parts: Brutal, Gyromount, Smartgun System, Super Shorty, Survivalist Frame,
Tactical Suite
The tool of long distance problem solvers. Although unwieldly there's nothing more
terrifying than hearing the distant pop of gunpowder the second before you're
wearing your buddy's grey matter. High powered, long range and wielded by someone
you can't risk popping out of cover to find. There's few other weapons that can
inspire the terror these can.
Specific Parts
Anti-Material Rifle: Ups the calibre again to one generally used to defeat light
cover or penetrate smaller vehicles. Overkill to some, enough kill to others.
Requires Large Calibre.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 -3 +6F +5000
Dart Gun: Another tool repurposed from animal control by assassins, the sniper is
modified to fire exclusively dart rounds. Even though it cuts down effective
range, the rounds help reduce the gunshot's noise.
Incompatible with Large Calibre. The sniper rifle can only fire injection darts.
It uses the range profile of an assault rifle. If silenced, it imposes an extra -2
penalty to hearing the gunshot.
Acc DV AP Mode RC Ammo Avail Cost
+1 -6 +1 +0 +1000
Recon Scope: This smart scope is packed full of tech allowing it to compensate for
the environment and increase situational awareness.
Requires Smartgun. The sniper features a scope that contains any two vision
enhancements for free and a rating 3 directional mic. Can be combined with Far
Sighting, integrating all the functions together.
Acc DV AP Mode RC Ammo Avail Cost
+1 +2500
Semi Auto: Modernises the sniper rifle, swapping the internal magazine and manual
action out.
Acc DV AP Mode RC Ammo Avail Cost
SA 10(c) +3 +3000
Akara Rogue: This silenced sniper is designed with the working guerrilla in mind.
The rifle easily packs down and travels in all terrains.
Acc DV AP Mode RC Ammo Avail Cost
7(9) 13P -5 SS 0 6(M) 18R 16,250
Parts: Concealable, Far Sighting, Large Calibre, Recon Scope, Smartgun System,
Suppressed, Survivalist Frame
Junkyard Plinker: The winning design of the 3rd Nairobi 'Improv Arms' competition.
This monstrous sniper put a bullet through an engine block at 200 meters more than
the runner up.
Acc DV AP Mode RC Ammo Avail Cost
7(8) 14P -8 SS -1 6(M) 14F 11,875
Parts: Analogue, Anti-Material Rifle, Bargain Brand, Large Calibre, Tactical Suite
M.A. Goblin: Not sold as a sniper rifle, rather as an assault rifle by goblinized
races for goblinized races. The rifle relies on their clientele's immense strength
rather than compensation to keep rounds on target.
Acc DV AP Mode RC Ammo Avail Cost
6(9) 12P -3 SA 0 25(c) 15R 11,825
Parts: Advanced Safety System, Battle Rifle, CQC Config, Deep Reserves x2, Semi
Auto, Smartgun System
Specific Parts
Manual Load: Typically found on tanks without an autoloader rather than meat
tanks, this weapon harkens back to a time when 6 rounds a minute from a crew
member was impressive. Modern tech has gotten this rate up significantly and some
countries still field vehicle weapons with this part.
Incompatible with Deep Reserves, Drum Magazine, Railgun and Semi-Auto. Allows the
use of specialty munitions. When buying Assault Cannon rounds you can get
speciality munitions for the same price and availability. Smoke rounds create a
20m blast radius of thermal at its hit location, doing no damage. WP rounds have
a damage code of 12P (Fire) at -6 AP and create a blast radius of 10m WP smoke,
acting as thermal smoke but also causing 8P (Fire) damage at -6AP to anything
within the smoke at the start of their pass until they leave it or the smoke
dissipates. Combined with the Shred Cannon part it allows the wielder to fire the
assault cannon with the regular profile or the Shred Cannon profile.
Acc DV AP Mode RC Ammo Avail Cost
+2 1(M) +0 -5000
Railgun: Rather than lobbing large projectiles the entire cannon is built around
firing small projectiles at Mach 5. While it misses out on the thunderous rapport
of traditional cannons the sonic boom is quite a thing to behold.
Incompatible with Condensed Payload and Shred Cannon.
Acc DV AP Mode RC Ammo Avail Cost
-2 -8 +1 +5000
Ripjaw: Since we're not inclined to antagonize the sort of clientele that demand a
melee upgrade to their heavy weapon we've put the eggheads to work. The Ripjaw
comes in two variations: either a powered blade or pneumatic set of jaws.
Adds a Ripjaw to the assault cannon that can be used in melee with the following
profile. The Ripjaw uses either Blades or Clubs, chosen at purchase.
Acc DV AP Mode RC Ammo Avail Cost
+1 +3000
Acc DV AP Reach Avail Cost
5 (Str+3)P -4 2
Semi Auto: The receiver is a significantly hardier design, able to take the stress
of rapid fire. Disclaimer: Still not capable of being used as a club.
Changes the firemode of the assault cannon to SA.
Acc DV AP Mode RC Ammo Avail Cost
+2 +6000
Shred Cannon: Rather than traditional massive calibre rounds this assault cannon
fires out incredibly dense clouds of Flechettes.
Incompatible with Condensed Payload and Railgun. The assault cannon uses Flechette
ranges. It changes the damage code to 18P and its AP code to -2. It also uses the
shotgun choke rules, firing Narrow, Medium or Wide choke.
Wrecker CPU: An upgrade to the cannon’s smartgun and sensor systems. This enhanced
CPU highlights structural weaknesses and assists the firer with shooting through
walls.
Requires Smartgun System. Adds Rating 3 Radar and Ultrasound sensors to the gun.
When aiming and firing at a target through a barrier (core pg. 197) this upgrade
assists with a teamwork test. The sensor rolls 6 dice for its teamwork test.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2000
Karlos 84mm: An Amazonian shock trooper weapon; given to the biggest and meanest
amongst them during the previous war. Its intended use was as a walking fire
weapon and keep as many heads down as possible for squad members to move freely.
Acc DV AP Mode RC Ammo Avail Cost
KS-77: This ludicrously oversized shotgun was initially intended as 'less lethal'
if you can believe it. Designed to fire hundreds of rubber balls and deter crowds
during protests in Russia. When they turned to riots and police casualties grew
the rubber was quietly replaced with steel. Although the practice was officially
condemned this redesign using flechettes came out shortly after.
Acc DV AP Mode RC Ammo Avail Cost
Chemical launchers use the Heavy Weapons skill. Requires a strength of 8 to wield.
+10 concealability.
Launchers use taser ranges but suffer no range penalties till extreme range. At
extreme range they suffer a -1.
As a complex action you can target multiple targets within 2 meters of each other.
Make one attack roll, each target rolling defense separately. The attack consumes
an extra shot and reduces damage by 1 for each target. If you would run out of
ammo or the damage would be reduced below 0 you cannot attack that additional
target.
With a complex action you can also use suppressive fire with a launcher, consuming
4 ammo. It uses the enhanced suppressive fire rule from Run and Gun (pg. 120).
Uses a Pack (pa) to hold the launcher’s ammo. Packs are backpack sized containers,
worn on the back. Replacing a pack requires 2 complex actions.
Extra packs cost 500 nuyen. Chemical launcher ammo costs 100 nuyen per 10 shots.
Cacophony Launcher: Unfortunately less impressive than the name suggests; rather
than outright destruction these cause excrutiating neural disruption through
intense waves of sound. Not technically a chemical launcher, but to quote the
publisher “Bugger it.”
Incompatible with any other part with 'Launcher' in the name. Firing the chemical
launcher causes objects to vibrate and visual distortion within the area, but is
otherwise silent without an increased hearing spectrum. In which case it's loud as
hell.
Any shots with this launcher ignores standard armour, and the damage resistance
test uses Willpower instead of Body. Damper earware gives the target +2 armour for
the damage resistance test and hush/silence spells reduce the DV by 1 per hit on
the spellcasting test.
Targets damaged by the launcher suffer the effects of disorientation and nausea.
Any targets deemed insufficiently biological such as cyberzombies, spirits, etc
are unaffected by this weapon.
Acc DV AP Mode RC Ammo Avail Cost
8S +100% +4 +2000
Concentrating Valve: The chemical launcher sprays harder the longer the trigger is
pulled, attempting to disgorge its entire reserve.
After the first shot the chemical launcher spews out more chemical. For every
subsequent turn the Chemical Launcher is fired it deals an additional +1 DV and
costs an extra shot per attack. This caps at +3 DV and +3 shots per attack. This
resets to 0 if an attack isn't made with the chemical launcher in a pass.
Acc DV AP Mode RC Ammo Avail Cost
+3 +1000
Fuel Efficient: By modifying the pressure regulator we can ensure maximum fuel
consumption to deployment. Get more cremation for your cred.
When using suppressing fire with the chemical launcher reduce the ammunition cost
by 1. When attacking multiple targets reduce the DV penalty and ammo cost by 1 to
a minimum of 0. Functionally this cancels out the penalty for the 2nd target hit
then afterwards it increases as normal. With the Concentrating Valve part it
reduces the ammo cost by 1, maxing out at +2 shots per attack.
Acc DV AP Mode RC Ammo Avail Cost
+2 +750
Gloo Launcher: Gloo launchers deploy a rapidly expanding and solidifying adhesive
foam. It’s sold as an all purpose tool, able to do anything from creating small
structures and patching holes to incapacitating hostiles. Warning; can cause
suffocation.
Incompatible with any other part with 'Launcher' in the name. Changes the damage
to 8S. Anyone hit with the launcher becomes immobilized. They can break out with a
successful strength (4) test, requiring a complex action. With a called shot
(head) the launcher won’t immobilize but will cause blindness and suffocation. As
a complex action the gun can be used to create a square meter barrier by expending
2 shots with a structure of 4 and armor of 6. These can be chained together to
create rough structures, bridges or seal off holes/doors. The foam becomes brittle
and collapses in on itself after 2 hours.
Acc DV AP Mode RC Ammo Avail Cost
8S - +50% +4 +1500
Inferno Launcher: This turns the launcher into a classic flamethrower, launching
ignited fuel long distance.
Incompatible with any other part with 'Launcher' in the name. Changes the
launchers damage code to 12P (fire) and the AP to -6.
Acc DV AP Mode RC Ammo Avail Cost
12P (Fire) -6 +6 +1000
Over pressurized: A heavily pressurized tank and better projected stream means the
launcher can hit further, easier.
The launcher suffers no penalties at extreme range. When firing a chemical blob
reduce the penalty from range by 1.
Acc DV AP Mode RC Ammo Avail Cost
+1 +2 +500
Liandri Bio-Rifle: This terrifying gun has been linked to several underground
gladitorial competitions. Spitting out globs of toxic by-products from a mining
operation it literally melts its target.
Acc DV AP Mode RC Ammo Avail Cost
5 8P (Acid) -2 SS 0 4(c) 17F 5500
Parts: Accurate x2, Analogue, Gel-Based Ammo, Portable, Toxic Launcher,
Mk IV Hellhound: Flamethrower fuel tanks are notorious for turning their wielders
into dazzling fireworks displays. The Hellhound had similar problems but fixed
them in the Mk III. Strangely a bug in the firmware was still able to detonate it.
Rather than get rid of it they turned it into a feature; thus the Mk IV was made.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 12P (Fire) -6 SS 1 20 (pa) 19F 5700
Parts: Advanced Safety System, Concentrating Valve, Fuel Efficient, Milspec,
Inferno Launcher, Smartgun System
Y.U. Gloo-Gun: Developed for space stations as an all purpose tool. To the
engineers it could assist with repairs and temporarily seal breaches. For security
it could incapacitate. For scientists it could contain hazards and fires. The
wonder tool had it all, so the fact models are earthbound is a peculiarity.
Acc DV AP Mode RC Ammo Avail Cost
3(5) 6S 0 SS 0 5(c) 9R 3700
Parts: Advanced Safety System, Gloo Launcher, Portable, Smartgun System,
Survivalist Frame
At some point in the past an engineer looked at a group of people and thought "How
can I ruin the day of them and everything around them?" Thus the grenade launcher
was born. Firing off explosives with varying payloads long distances, these can
turn a gunbunny into an artillery piece.
With a Smartgun System different grenades can be loaded in the launcher and be
chosen before rolling to fire if the gun has a cylinder [ammo (cy)].
Grenades that aren’t direct fire deployed from a grenade launcher have an arming
distance of 10m. If the grenade(s) strikes something within the arming distance
instead resolve the attack as a 8P damage ranged attack against it. The grenade is
not recoverable.
Blunderbuss: A strange mod, pairing down the weapon's utility in order to better
cater to its sheer offensive power. Effectively turns the grenade launcher into an
old school cannon.
Incompatible with Courier CPU. The Grenade Launcher can only load Direct Fire
Grenades.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1 - +1 +1000
Courier CPU: This advanced geometric computer calculates the bounce of grenades to
pull off rebound shots. It can only reliably predict the first bounce, any more is
on you.
Requires Smartgun System. The CPU calculates projectile trajectory and exact angle
of rebounds. It cones with a rating 2 ultrasound sensor. After aiming you can fire
a non-direct fire grenade and bounce it off a surface at your target. Functionally
you can use any spot you can hit with your grenade launcher as your firing
location for indirect fire. You take a -4 and any scatter is doubled but you can
effectively fire around corners; bounce shots off a wall out of an alley behind
you and other trick shots. It’s not a rubber ball though; it only bounces once.
Acc DV AP Mode RC Ammo Avail Cost
+3 +2000
Disarmed safety: The weapon’s warranty seal is broken, firmware corrupted and it’s
ready to blow up in your hands. Pretty red lights on your HUD though.
There is no arming distance for grenades fired, they will explode if they contact
anything even within 10m.
Acc DV AP Mode RC Ammo Avail Cost
+0 +100
Havoc CPU: This CPU works with a fully integrated Grenade Launcher, allowing the
barrel to adjust more freely to target AR marked locations.
Requires Fully Integrated. After aiming instead of the regular aim bonus you may
instead reduce the threshold increase for multiple grenades to +1 per grenade.
Acc DV AP Mode RC Ammo Avail Cost
+2 +1500
Magazine fed: Rather than the traditional cylinder the grenade launcher uses a
magazine like most guns. No standing out here.
Incompatible with Pirate Gun. Changes ammo capacity to 10(c).
Acc DV AP Mode RC Ammo Avail Cost
10(c) +3F +1000
Pirate Gun: A special forces favourite, this cuts down the grenade launcher to a
barrel and a handle. Perfect for watching the world burn from a distance.
Incompatible with Magazine Fed and Semi-Auto. Changes concealability modifier to
+2. Changes ammo capacity to 1(m). Can be wielded one handed with a strength of 4.
Acc DV AP Mode RC Ammo Avail Cost
-1 1(m) -2 -1000
RBT Antioch: A redesign of the Ares version by an indie arms company. Originally
intended for dispersing groups with non-lethal ordinance; this weapon has found
its way to battlefields where it disperses groups over a 30m radius.
Acc DV AP Mode RC Ammo Avail Cost
5(7) Grenade Grenade SA 2 10(c) 19F 10,500
Parts: Courier CPU, Fully Integrated, Havoc CPU, Magazine Fed, Semi Automatic,
Smartgun System,
Warwick 40mm: The weapon that broke Warwick Arms; this expensive and high tech
grenade launcher was dubbed the 'Trapdoor Spider'. The grenade launcher was
designed to fortify existing locations with easy to manage traps. The contract
that was supposed to make the company broke it however. Warwick Arms employees
could only watch as the shipment was hijacked by some mohawk wearing psychos
hooting as they made off with the prototypes. Sometimes they still pop up on the
black market.
Acc DV AP Mode RC Ammo Avail Cost
4(6) Grenade Grenade SS 0 9(cy) 11F 5700
Parts: Advanced Safety System, Deep Reserves x 2, D-M-O Manager, Smartgun System
If your missile launcher has wireless activated you can use a wireless link
trigger to detonate the missile. This can be activated even without a DNI as long
as you wield the missile launcher.
Rockets and missiles only arm after firing and travelling 10m. If they strike
something solid they instead deal 8P damage and deactivate. They cannot be fired
again after this; but may be used in an IED.
Missile Launchers can do Active/Passive targeting with the sensors of the loaded
missile. The targeting only applies to the next missile launched; multiple
missiles fired as part of one attack only has the targeting apply to a single
missile chosen. These use the rules on core page 184.
Specific Parts
Cylinder Fed: You know the drill. Cylinder good. More boom. Choose boom.
Incompatible with Magazine Fed. Changes the ammo capacity to 4(cy). With an active
Smartgun system different rockets/missiles can be chosen prior to firing. Requires
a strength of 4 to wield. If the weapon already has a part that adds a strength
requirement increase it by 1.
Acc DV AP Mode RC Ammo Avail Cost
4(cy) +2 +1500
Disposable: The launcher isn't designed to fire more than its inbuilt rocket.
Cheap as a couple of fancy real steak dinners.
When purchasing a rocket/missile you can choose to purchase it with a Disposable
Launcher. Doing so increases the cost of the rocket/missile by 300 nuyen and
doesn't change or add availability. It now comes in a Disposable Launcher, using
the base missile launcher stats. Once fired the Disposable Launcher is destroyed.
A Disposable Launcher cannot be upgraded with extra parts.
Acc DV AP Mode RC Ammo Avail Cost
Dumb Fire: Not able to use the sensors present in missiles makes them a waste in
this missile launcher. However it's perfect for non-smart munitions.
Incompatible with Smartgun System. The launcher is incapable of using
Active/Passive Targeting.
Acc DV AP Mode RC Ammo Avail Cost
-1 -200
Javelin: The surest way to get through someone's defences is to drop the attack on
them like a piano from on high. With this part you can avoid inconveniences like
cover and obstacles.
Requires Smartgun System. When firing missiles with an active Smartgun System you
can choose to fire the missile as a javelin when using Active/Passive Targeting.
As long as there is at least 30m of clearance overhead the missile can be fired
and indirectly acquire a designated target or location. A javelin can reach up to
150m in the air before hitting a target in order to clear obstacles.
When using Active/Passive targeting a vehicle on a direct hit with a damaging
payload the attack gains an additional -4 AP.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2500
Magazine Fed:
Incompatible with Cylinder Fed. Changes the ammo capacity to 6(c). Requires a
strength of 4 to wield. If the weapon already has a part that adds a strength
requirement increase it by 1.
Acc DV AP Mode RC Ammo Avail Cost
6(c) +2 +2000
Multi-Barrelled: Methods to cycle rockets aren't quick in a heavy weapon. The gun
instead uses a multiple barrel set up, capable of loading a rocket into each to
fire off all at once.
Requires Cylinder Fed or Magazine Fed parts. When firing the rocket/missile
launcher it can be fired as a complex action; launching up to three
rockets/missiles. This attack splits the dice pool of the wielder for every
different rocket/missile fired. Requires a strength of 4 to wield. If the weapon
already has a part that adds a strength requirement increase it by 1.
Acc DV AP Mode RC Ammo Avail Cost
+3 +3500
Scholar CPU: There's enough computing power in this launcher to make the Fairlight
Caliban worry. It's all focused on the singular task of chasing down whatever
you're pointing it at.
Requires Smartgun System. When using an active Smartgun system and firing missiles
using active/passive targeting add +1 to the dice pool and increase the sensor's
equivalent rating by +2. If using a smartlink you paid essence for increase the
bonus to active/passive targeting by an additional +1.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2500
RPG-700: One of many updates to the RPG-7. To the designer's credit it's still
basically the same weapon 6 revisions down the road. The weapon's so cheap and
rugged that half encountered in the field now are a decade old.
Acc DV AP Mode RC Ammo Avail Cost
Wild (Unarmed): Bladed Bracers, Brass Knuckles, Dragon Claws, Katars, Sap Gloves,
Shitkicking Boots,
Size is the weapon's concealability modifier; it also governs the essence cost for
implanting it as cyberware.
Charge is the weapon's fuel for either it's primary or secondary attacks. Non-
Machinery weapons don't rely on charge for their primary attack. Secondary Charges
are considered separate from Machinery charges; both benefit from the same
expanded capacity part.
Weapons can be equipped with a part marked (Secondary), giving them an alternative
use for the weapon that modifies its attacks. A weapon can only have one Secondary
part and this generally uses the Charge pool. Secondary attacks might be shock
charges; wreathing the weapon in flame or coating it in poison.
Base
Acc Reach DV AP Charges Size Avail Cost
Parts:
Banshee's Howl (Secondary): A mix of high tech and Aztec history; the Banshee's
Howl hooks up a high frequency amp to a death whistle. With a flip of a switch and
a disdain for hearing a martial prowess display can blow out the eardrums of
everyone around.
A specialist piece of sonic weaponry is built into the weapon. As a complex
action the wielder can brandish or perform a display with the weapon as they
activate the Banshee's Howl. Anyone within 5m of the wielder as they make their
display suffers 4S damage, resisted only with Body, gaining a +2 to the roll if
they have dampers. Anyone that suffers damage from the Banshee's howl is
disoriented and nauseous so long as they remain within the effect of the Banshee's
Howl. Each action pass the wielder can choose to maintain the howl as a complex
action, but must not move or perform any other action. The Banshee's Howl may be
maintained even into new turns; but each new turn requires the expenditure of
another charge. Anyone that moves into display radius suffers the effects of the
howl. A character can only be damaged by the howl once per charge. Multiple howls
don't stack with each other, instead considered an extension of the range of
nausea/disorientation.
The weapon recharges 1 charge every half an hour. Any targets deemed
insufficiently biological such as cyberzombies, spirits, etc are unaffected by
this weapon.
Acc Reach DV AP Charges Size Avail Cost
6 +2 +1500
Cavalry: A throwback to say the least; this weapon is designed to be used while
mounted. While old school horses work in the modern age surely you can find
something more contemporary to ride?
Requires a weapon with a Reach stat of at least 1. When wielded from a mounted
position; be it on a drone, car, bike, animal, chimera or whatever else the GM
deems appropriate the weapon can bring more force to the table. If you move on a
mount during an action turn in your next pass the attack deals +1 damage and has a
+1 to the dice pool. This only applies to the first melee attack with the weapon
in your next pass; if you fail to attack during this pass the bonus is lost. The
bonus damage even applies to secondary attacks that deal non-elemental physical or
stun damage.
Acc Reach DV AP Charges Size Avail Cost
+3 +500
Coated: Using the base weapon as a reinforcing structure; it's then coated with a
durable solid substance. While generally hampering its traditional combat
effectiveness it can cause havoc with the right target.
The weapon is coated in a substance capable of exploiting a creature's allergies
and weaknesses. Depending on the material it may negatively effect the weapon's
stats, generally if it's less solid than what a weapon would usually be made of -
based on GM's discretion. As such the cost and availability also varies; rarer or
harder to work materials costing and requiring more.
Acc Reach DV AP Charges Size Avail Cost
+3 to +12 +500-+20,000
Cyber-Implanted:
Acc Reach DV AP Charges Size Avail Cost
Defensive: The weapon is intended for parrying and guarding; generally utilizing
specialized blades, side handles, armoured facings or similar features.
When using total defense action gain an additional +2 to your defense pool when
attacked in melee. When using the weapon to make Parry or Block actions gain an
additional +2 to the roll.
Acc Reach DV AP Charges Size Avail Cost
+3 +500
Expanded Capacity:
Increases the charges the weapon can hold by 50%, rounded down.
Acc Reach DV AP Charges Size Avail Cost
+50% +2 +500
ICE-Pick (Rating 1-6) (Secondary): The weapon has a built in specialized agent
used for frying electronics and computer systems. As subtle as the heart attack
the spider will have when he sees what you've done to his deck.
Requires Contactlink. When directly connected via the Contactlink's datajack as a
complex action you can inject ICE into the connected device. This requires the
wielder to have an inbuilt device in the contactlink. This consumes a charge and
functions as either a brute force hack or data spike attack against the object
it's jacked into. The Attack stat is considered equal to Rating, and the dice pool
is equal to Rating x 2. The weapon expends one charge per data spike attack made.
The ICE-Pick recompiles a charge every 20 minutes so long as it's connected to one
of a working device via the contactlink. Any matrix damage suffered from the ICE-
Pick's failed attempts is suffered by the wielder's connected device.
Immortal: These weapons are built to last; maintaining their edge, structure and
even their sheen and polish against almost everything a runner can throw at it.
There's even a money back guarantee for these. The list of things that void it
however is getting longer with every successful refund.
Increase the weapon's structure to 8 and its armour to 12. The weapon only loses
its combat effectiveness after prolonged exposure extremely hostile environments
such as lava and acid rain.
Acc Reach DV AP Charges Size Avail Cost
+2 +600
Mage Hunter (Rating 1-3) (Secondary): An astrally toxic creation; the weapon
integrates both grey mana and small quantities of FAB III. While only as effective
as a mundane weapon its main strength comes from allowing non-awakened to fight on
more equal terms against magically natured foes.
For the purpose of attacks the weapon is considered magical. When a target that is
sustaining a spell takes physical damage from a weapon with this part they must
re-roll the spells they're sustaining with the initial dice pool that cast it at
a penalty equal to the Magehunter rating. These successes are considered the new
effect of the spell. A target cannot gain more successes on this roll than the
initial roll. Every time the successes drop from a mage hunter weapon it becomes
the new initial successes for the purpose of continually disrupting sustained
spells.
Awakened characters handling this weapon feel uncomfortable. Awakened characters
that attempt to use the weapon are at a penalty to their attack equal to the
rating of Mage Hunter. Mage hunter weapons cannot be used as Foci. Beneficial
enchantments, adept powers and spells don't affect this weapon or attacks with it.
Aggressive spells and powers affect the weapon as usual; but take a penalty on the
test to cast/use them equal to the mage hunter rating.
If the weapon is a blade that is stuck in an awakened/dual natured target it also
inflicts a penalty to all magical actions equal to the mage hunter rating until
it's removed.
Acc Reach DV AP Charges Size Avail Cost
+Rating x 4 F +Rating x 4000
Milspec: You wouldn't think a lot of top secret research or materials would go
into something like a sharpened stick or a rock; but here we are. This was stolen
from someone and has a lot of value besides nuyen. Maybe honour, metallurgy
secrets or design copyright. Either way they're after it.
Incompatible with any weapon or weapon part that has or changes availability to a
forbidden rating. Unfortunately, these weapons are also distinctive and highly
Paired: These light weapons work well with a partner, it takes two to tango after
all.
Incompatible with weapons that have a size of +5 or larger and machinery weapons.
When two weapons with this part are wielded gain a bonus to attacks with either
weapon. The accuracy of attacks increases by 1 and you gain a +1 to the dice pool
for the attack. If the dice pool is split due to attacking different targets with
both weapons both attacks gain +1 accuracy but only one gains the dice pool bonus.
No matter how many sets of paired weapons are wielded the bonus can only be gained
once.
Acc Reach DV AP Charges Size Avail Cost
+3 +300
Powered Weapon (Secondary): While perfectly functional in its standard use the
weapon incorporates a mechanism to use engineering to enhance the attack. It's
quite a brilliant display as the vibroblade or pneumatic charge go off.
Incompatible with machine weapons. By expending a charge as a simple action the
weapon makes a loud noise pertaining to its function and the next attack made with
it gains +1 DV and -2 AP. Charging the weapon is obvious and only stop after an
attack is made or the charge is cancelled with another simple action. On a miss or
cancel the charge is still used up. Charges are completely recharged with a
battery; a battery can be reloaded as a complex action. Batteries cost 100 Nuyen
and have an availability of 6R.
Acc Reach DV AP Charges Size Avail Cost
5 +3 +2500
Utility: Is it a weaponised tool or a weapon with a built in tool? Truly these are
questions that keep philosophers up at night.
The weapon contains extra functionality. It has a tool-kit built in. It also gains
+1 to dice pools involving any two mundane functions; such as climbing, sawing,
digging, mining, chopping or whatnot.
Acc Reach DV AP Charges Size Avail Cost
+2 +600
Bludgeons (Clubs): Batons, Environmental Objects, Flails, Hammers , Maces, Picks, Staves,
Simplicity and versatility is the name of the game for bludgeons. While hitting
something with a stick isn't elegant but it is effective.
Base Weapon
Acc Reach DV AP Charges Size Avail Cost
5 1 (STR+2)P 0 - +2 4 100
Parts:
---------------------------
Armor Buster: The weapon is designed to deliver as much force as possible into a
smaller point. As a result it punctures through tough materials and gets to the
squishy within.
Incompatible with Battering, Flexible and Staggering.
Acc Reach DV AP Charges Size Avail Cost
-1 -6 +2 +1200
Battering: This weapon's head is dense enough that it causes each swing to hit
with significantly more force. Mostly used to defeat barriers but it's also quite
effective at dropping stubborn foes.
Incompatible with Armor Buster and Stick. Targets hit by attacks from this weapon
consider their physical limit to be at -2 for the purposes of knockdown. When
attacking inanimate objects such as barriers increase its DV by 1.
Acc Reach DV AP Charges Size Avail Cost
-2 +3 +500
In addition when subduing a target you can choose to use this weapon. If you do so
resolve your subduing skill with Clubs instead of Unarmed Combat. When you
maintain the grapple and choose to inflict stun damage you instead inflict stun
damage equal to the damage value of the weapon.
Acc Reach DV AP Charges Size Avail Cost
-1 -1 +2 +200
Impact Charge (Secondary): The bludgeon has an alternate striking point that
carries a directed explosive charge. Evolved since the simple bangstick; they
provide the wielder with a destructive surprise.
When making a melee attack instead of your normal profile you can instead make the
attack with the damage code of 10P at AP -4. Charges are only expended on a hit.
Improvised: Not a purpose built weapon; just something that does the job. I’ve
seen confirmed kills by anything from bowling balls and lead pipes to trophies and
the kitchen sink.
When you need an improvised weapon you’ll normally find something nearby,
potentially requiring an intuition + perception check with a varying threshold
depending on how barren the surroundings are. On a glitch with any improvised
weapon it’s destroyed. On a crit glitch it’s destroyed and the usual crit glitch
effects occur.
Only compatible with the Stick, Throwing and Two Handed parts. For every
additional part reduce the weapon’s accuracy by another 1.
Acc Reach DV AP Charges Size Avail Cost
-1 -4 -90
Polearm:
Incompatible with Stick and Two Handed. Requires two hands to use.
Acc Reach DV AP Charges Size Avail Cost
+1 +2 +8 +2 +900
Sporting (Secondary):
As a simple action ready a charge, be it a ball or grenade. As a simple action
‘expend’ the charge to throw/hit it with increased effect. Can be used to throw
grenades at a distance increased by +2 STR. Can also be used to throw balls,
dealing (STR)P or (STR)S. Balls thrown use grenade ranges are at +2 STR for
purposes of damage and range when using sporting function. Grenades/balls thrown
this way use the weapon's accuracy as their limit. Balls cost 20 nuyen each with
an availability of 1.
Acc Reach DV AP Charges Size Avail Cost
+2 +500
Staggering: Cushioned and purpose built to do minimal lasting damage. These are
training weapons available in practically any configuration. One of the few times
I've seen one of these is when a boffer nerd went runner.
Changes the damage code to S.
If combined with the Utility part the weapon can deal either physical or stun
damage each attack. This is decided before the roll.
Acc Reach DV AP Charges Size Avail Cost
Weapons with the Stick part consider short range to be 0 to STR in meters, medium
range to be STR x 2 meters, Long to be STR x 5 meters and Extreme to be STR x 7
Meters.
Weapons with the Two Handed part consider short range to be 0 to STR in meters,
medium range to be STR x 2 meters, Long to be STR x 3 meters and Extreme to be STR
x 4 Meters.
Weapons without those parts consider short range to be 0 to STR in meters, medium
range to be STR x 2 meters, Long to be STR x 3 meters and Extreme to be STR x 5
Meters.
Acc Reach DV AP Charges Size Avail Cost
+2 +100
Two Handed: Larger, heavier, more damage. While straight forward these weapons are
everpresent amongst larger clientele as they accentuate their more powerful and
longer reach.
Incompatible with Polearm. Weapon must be wielded with two hands.
Acc Reach DV AP Charges Size Avail Cost
-1 +1 +2 +6 +4 +2000
Wreathed (Secondary): Utilizing a power source built into the weapon; the bludgeon
is capable of a brilliant energy display. The weapon can discharge a burst of
flame or shock on contact with its intended target.
As a free action the weapon can be toggled between normal function and its energy
function. Each hit using the energy function expends a charge. If the weapon is
thrown it expends the charge regardless of whether it's a hit or not. The energy
function is chosen at purchase as either electricity or fire. The electricity
function deals 9S electrical damage at -5 AP. The fire function deals 7P fire
damage at -6 AP. The electrical function changes the availability to restricted
and the fire function changes it to forbidden. Charges are recharged when plugged
in by 1 every minute.
Acc Reach DV AP Charges Size Avail Cost
10 +3R/F +600
Horizon Mara Prop: This is a replica of the heavy flail wielded by Mara in the
Trogsploitation Fantasy movie 'Maid of Iron'. While the title carefully skirts
copyright claims this weapon is wholly unique. Spiked and brutal; this steel
monstrosity feels at home in the hands of brawlers and sadists alike.
Acc Reach DV AP Charges Size Avail Cost
4 1 (STR+2)P -2 - +4 13 1050
Parts: Battering, Deadly, Flexible,
Kathmandu Conquerer: Not sold as a weapon; its traditional usage is as an ice axe.
The tether's rated to your average troll with a full pack and the pick is capable
of penetrating and clinging in multiple steel plates. Made for a hell of a live
demonstration let me tell you.
Acc Reach DV AP Charges Size Avail Cost
5 1 (STR+1)P -6 - +2 12 2700
Parts: Armour Buster, Paired, Returning, Utility (Climbing, Prying, Gymnastics
toolkit),
Lonestar KF2 Breacher: Pretty straight forward; essentially just a nicely weighted
and sturdily built sledgehammer with a bang stick reverse head. Idea was you can
give this to your average human and assuming they could hold on they could breach
a door as well as any transhuman goon. In practice though most wielders ended up
saving their charges to use on armoured or tough perps. Although against
regulation this tactic worked well enough no one reports it.
Acc Reach DV AP Charges Size Avail Cost
6 2 (STR+5)P 0 4 +10 19R 3650
Parts: Accurate x 2, Deadly, Impact Charge, Two Handed
The Hammersmith: When in London do as the Londoners do. Oh; joyous sound of nasal
cavity on willow. The mighty thwack of jawbone sent with consummate ease through
the windows of the pavilion. With this cricket bat it's tea before lunch and then
a bloody good booze up.
Acc Reach DV AP Charges Size Avail Cost
6 3 (STR+3)P 0 - +8 12 2900
Parts: Accurate, Sporting, Stick, Two Handed,
Most agree that improvising a weapon while a chainsaw is in hand is an easy task.
Those same people tend to agree that the sort of character to bring one to a bar
brawl is psychopathic. Machinery weapons are tools of both the sadistic and the
pragmatic. While an industrial engineer might have these at hand on the job it
takes a special sort of person to weaponize the design.
Machinery Weapons expend a charge with each attack. Once the charges are exhausted
they default to being used as a base bludgeon with the two handed part and an
accuracy of 3.
Once a weapon's charges are depleted more fuel is required. The weapon can be
refuelled in 2 complex actions. Tool Fuel has an availability of 6R and costs 200
nuyen for a complete refill.
Machinery (Exotic Weapon: Machinery): Arc Cutters, Drills, Pneumatic Jaws, Saws, Stake Drivers,
Base
Acc Reach DV AP Charges Size Avail Cost
3 1 12P -8 30 +8 10R 5000
Parts:
------------------------------------------
Energy Point:
Incompatible with Mauler and Rotating Blade. Change the damage and AP of the
weapon depending on its function. A Tesla tool changes the weapon's Damage to
Physical Electric damage and the AP to -5. A Plasma tool changes the damage to
Physical Fire damage and the AP to -5.
Acc Reach DV AP Charges Size Avail Cost
-10 +4 +5000
Engineering Tool:
The weapon is considered to have a tool kit built into it. This stacks with the
utility part. It also incorporates one of the following functions:
• Claw: Can be used to crush a diameter of less than one foot. This is
considered a regular attack and consumes a charge. When crushing an
object increase its DV by 4.
• Cutter: Can be used as a miniwelder that deals 30 damage. Each minute
of use consumes one charge.
• Jaws: When forcing open a door or container consider your strength to
be equal to the weapon’s DV. It can hold the door/container one foot
open.
Acc Reach DV AP Charges Size Avail Cost
+1 +2500
Exo-Tool: The Machinery is much smaller; allowing one handed use at the price of
having to strap into it. While still effective it's not what you want to use in a
quickdraw competition.
Mauler: Rather than the traditional horrible violence inflicted this machinery
simply exerts a significant amount of blunt force in a small point. While less of
a vulgar display the effect on a metahuman is no less gruesome.
Incompatible with Rotating Blade and Energy Point. When damaged by this weapon the
target's physical limit is considered to be two less for the purposes of
knockdown. In addition when non-vehicle/drone/barrier targets are damaged they
must make a Body + Strength test at threshold 3. On a failure they are pushed back
1m.
Acc Reach DV AP Charges Size Avail Cost
+1 +2500
Rotating Blade: The chainsaw and rotary saw are typical pieces of machinery. One
of the many benefits is the extended length of a running blade is a horrifying
thing to get close to.
Incompatible with Mauler and Energy Point. While in total defense your reach is
considered to be at +1.
Acc Reach DV AP Charges Size Avail Cost
+1 +2 +1 +2500
Sprayer (Secondary): With flagrant disregard for work health and safety the tool's
concentrated tip can be turned into an unconcentrated cone of energy.
Requires Energy point. As a free action the wielder can flip a switch to turn the
weapon to Sprayer mode. While in Sprayer mode the weapon consumes one charge per
action turn on top of attack expenditure. The DV of the weapon reduces by 2, the
reach increases to 4 and can spray energy as a ranged attack. As a complex action
you can spray multiple targets within a cone 4m long and 4m wide at the end. Make
one attack roll (Agility + Exotic Skills [Machinery]), each target rolling defense
separately. The attack consumes an extra charge and reduces damage by 1 for each
target. If you would run out of charges or the damage would be reduced below 0 you
cannot attack that additional target.
Acc Reach DV AP Charges Size Avail Cost
+2 +2000
Tearing:
The weapon deals double damage to barriers and drones/vehicles that haven’t moved
since the beginning of the last action pass.
Acc Reach DV AP Charges Size Avail Cost
+1 +2500
Docwagon Retrieval Tool: Standard equipment of any Docwagon squad; this large
terrifying jaw-like tool is used to remove patients from tangled messes of metal.
While ostensibly a tool for saving lives seeing one of these tear through a wall
to get you is a heart attack worthy sight.
Acc Reach DV AP Charges Size Avail Cost
3 1 12P -8 30 +8 12R 10,000
Parts: Engineering Tool (Jaws, Automotive Mechanic), Tearing
Mjolnir Device: This was a German junker's method of disabling vehicles being
turned to scrap. When they turned to shadowrunning they took this with them for
field research. While still effective at burning out electronics getting close
enough to deploy it is only for the daring.
Acc Reach DV AP Charges Size Avail Cost
5 1 12P (e) -5 30/7 +8 19R 14,000
Parts: Energy Point, Expanded Capacity, Powered
Weapons of noble dignity and savage fury alike; bladed weapons exist to slay your
opponents. These can vary from contemporary weapons such as katanas and knives to
archaic or unusual ones such as halberds and javelins. Regardless of how old the
concept modern tech has made these dangerous implements more relevant than ever.
Base Weapon
Acc Reach DV AP Charges Size Avail Cost
5 1 (STR+2)P 0 - +2 4 100
Parts:
---------------------------------------
Part:
Acc Reach DV AP Charges Size Avail Cost
Hooked: The weapon incorporates a hook in the design such as a sickle-like blade,
the natural hook created by an axe or even just adding a hook on.
Weapons with this part gain a +2 bonus to Called Shot (Knockdown), and if the
wielder has the Sweep combat manoevere are capable of inflicting the weapon's base
damage as physical on a successful knockdown. These weapons are capable of being
used to make a Called Shot (Disarm) using Blades + Agility. However if the wielder
doesn't have a hand free the weapon is instead thrown wielders strength in meters
away instead of grabbed.
Acc Reach DV AP Charges Size Avail Cost
+2 +200
Piercing:
Polearm:
Incompatible with Dagger and Two Handed. Requires two hands to wield.
Acc Reach DV AP Charges Size Avail Cost
+1 +2 +8 +2 +900
If used in melee and the weapon doesn’t have the two handed part you can detach
the blade as a free action on any hit that deals physical damage.
Targets can be stuck with blades from this part. They can only be removed when the
target spends a simple action to remove it; suffering 1P damage unresisted. So
long as a target is stuck with a blade they suffer a -1 to all physical and combat
rolls. This penalty is not cumulative.
Acc Reach DV AP Charges Size Avail Cost
+2 +400
Stilleto: The mercy giver, this weapon has an incredibly honed mono-molecular
point capable of slipping between armour plates and delivering deadly blows.
Acc Reach DV AP Charges Size Avail Cost
Weapons with the Dagger part consider short range to be 0 to STR in meters, medium
range to be STR x 2 meters, Long to be STR x 5 meters and Extreme to be STR x 7
Meters.
Weapons with the Two Handed part consider short range to be 0 to STR in meters,
medium range to be STR x 2 meters, Long to be STR x 3 meters and Extreme to be STR
x 4 Meters.
Weapons without those parts consider short range to be 0 to STR in meters, medium
range to be STR x 2 meters, Long to be STR x 4 meters and Extreme to be STR x 6
Meters.
Acc Reach DV AP Charges Size Avail Cost
+2 +200
Trench Grip (Secondary): A less lethal alternative built into your blade; perfect
for the assassin with a conflicted conscience. This is essentially just a pair of
brass knuckles built into the handle.
When attacking with the weapon the wielder can instead choose to use the trench
grip stats instead of the regular profile. The Trench Grip has an accuracy of the
wielder's physical limit and deals (STR+1)S with no reach or AP using the unarmed
skill.
Acc Reach DV AP Charges Size Avail Cost
+1 +100
Two Handed: Larger, heavier, more damage. While straight forward these weapons are
everpresent amongst larger clientele as they accentuate their more powerful and
longer reach.
Incompatible with Polearm part. Requires two hands to wield.
Acc Reach DV AP Charges Size Avail Cost
-1 +1 +2 +6 +4 +2000
Chola Chakaram: These steel rings are beautifully engraved with Hindu mythology
and as much a symbol of status with Indian runners as they are weapons. Given the
value and personalization of these weapons wielders are loathe to leave them
behind.
Acc Reach DV AP Charges Size Avail Cost
6 1 (STR+2)P -4 - +2 12 850
Parts: Accurate, Piercing x 2, Throwing,
Shiawase TiFa: The TiFa is colloquially known as the 'Data Knife'. It was
developed as a method of easily defeating physical security present around matrix
devices and then burning out components. Official line is this is a testing tool.
Not that anyone believes it.
Acc Reach DV AP Charges Size Avail Cost
5 0 (STR+1)P 0 9 -2 14 18,300
Parts: Contactlink (Transys Avalon), Dagger, Expanded Capacity, ICE-Pick (Rating
4) Utility (Prying, Glass breaking, Hardware Toolkit)
Wolfsbane Combat Injector: This highly illegal injector officially doesn't exist.
There have been several Shapeshifter Rights advocates that have become martyrs on
this injector's silvered needle.
Acc Reach DV AP Charges Size Avail Cost
5 0 (STR)P -6 2 -2 10 3600
Parts: Coated (Silver), Dagger, Injection, Piercing, Stilleto,
Wild Weapons are a diverse bunch; they're not simply just weapons to assault your
opponent. These weapons are used to augment your natural attacks whether that
comes by claw, foot, elbow, fist or knee. Tooth and nail are more the realm of
cyberware. Regardless wielders of these weapons tend to become very attached. When
integrated into their martial arts style they quickly feel like extensions of the
body.
Base Weapon
Acc Reach DV AP Charges Size Avail Cost
5 0 (STR+1)P 0 - -4 2 100
Parts:
Part:
Acc Reach DV AP Charges Size Avail Cost
------------------------------
Armoured: The weapon already has offence down, why not spice it with some defence?
Requires Worn. When wielded the weapon provides +1 armour, contributing to
encumbrance as usual. If a worn pair of gloves/bracers and a worn pair of boots
both have the Armoured part this can stack to +2. Bonus armour from a pair of
boots or gloves/bracers can only be gained once.
Acc Reach DV AP Charges Size Avail Cost
+2 +400
+2 +600
+1 +2 +4 +250
Fluid: The weapon is purpose designed to be an extension of the user; flowing with
their attacks and being easily adaptable to their martial style.
Incompatible with accurate.
Acc Reach DV AP Charges Size Avail Cost
Handgun (Secondary): Bad puns aside this upgrade is worth your time. Get more bang
for your nuyen by installing sidearms in your arms.
Incompatible with MAD Sensor immune. The weapon can have one of the following guns
built in. In each action pass you may either fire the handgun OR attack with the
5 7S -5 SS 0 4(m) +4 +1000
2 +2 +800
Penetrating: Added blades give you some variety to how you choose to dispatch your
targets. Will you rip and tear? Take down with a spike through the aorta? Or maybe
fillet them. Sky's the limit.
May be taken twice. If taken twice the weapon becomes incompatible with the
Concealed Functionality part.
Acc Reach DV AP Charges Size Avail Cost
-2 +2 +300
10 +3R/F +600
Smartfoam:
Incompatible with Penetrating. While equipped as a free action you can change the
damage dealt from physical to stun and vice versa. Doesn't apply to the secondary
function.
Acc Reach DV AP Charges Size Avail Cost
+2 +300
Worn: Built with flexible approaches in mind; the weapon is able to be wielded
without significant encumbrance to the wielder's movements.
Incompatible with Deadly and Paired. The weapon can be used as either a pair of
boots or pair of gloves/bracers. After being put on with a complex action the
weapon is always considered 'readied'. They allow normal functionality with all
the usual movements; but are at penalties. Boots are heavy and loud, applying a -2
to sneaking tests involving moving quietly and -1 to gymnastics tests.
Gloves/bracers apply a -2 to all tests involving fine manipulation with hands
(Disarming a bomb, lockpicking, pickpocketing, etc.) and a -1 to ranged attacks
using guns.
Although this technically is two weapons each pair requires both pieces to be worn
to function optimally. Built in features such as armour, commlinks, tool kits etc
are unavailable if only one is worn. When used as a weapon with only one piece
worn they deal -1 damage, have -2 accuracy and apply a -2 penalty to the attack
dice pool.
Acc Reach DV AP Charges Size Avail Cost
+2 +2 +400
Krime Stompers: Only really found in goblinized foot sizes. These massive combat
boots are just as good as guarding against terrain as they are stomping corpsec.
Acc Reach DV AP Charges Size Avail Cost
5 0 (STR+2)P 0 - 0 10 1150
Parts: Armoured, Deadly, Worn
Nintendo Power Glove: Not officially licensed or endorsed instead it's a DIY job
in the hacker community, mostly as a piss take. Big and bulky since it
incorporates enough space for both a lot of computing power and jury-rigged shock
contacts.
Acc Reach DV AP Charges Size Avail Cost
5 0 (STR+1)P 0 - -4 9F 124,200
Parts: Contactlink (Hermes Chariot), Defensive, Shock (Lethal)
YU Sonic Knucks: A specially designed self defence tool for science personnel.
This handheld device is capable of creating a sonic deterrent. Or bludgeoning
people. Whatever works.
Acc Reach DV AP Charges Size Avail Cost
6 0 (STR+1)P 0 9 -4 11 2750
Parts: Accurate x 2, Banshee's Howl, Defensive, Expanded Capacity,
Pick from 3 categories to work out what the explosive delivers, how far it
delivers and then extra bells and whistles. Afterwards add the payload, AOE and
parts to the base grenade to work out the final product.
Base Grenade
Damage AP Blast Availability Cost
- - - 2 20
Parts
When modifying numbers first apply flat modifiers then percentages. Numbers
modified by a percentage round down to the nearest whole number.
Payload: What the grenade delivers over a radius, from shrapnel or smoke to
chemicals or stranger payloads. One Choice.
AOE: Determines the area of the grenade, whether it's a fixed radius, the power
goes down as it travels or the direct fire Area of Effect/Range. One Choice.
Parts: Additional features of the grenades that modify its payload, AOE or effect.
When increasing values by a percentage round the result down to the nearest whole
number. Free reign.
Everything's based off R&G options to start with similar to the gun rules. Base
grenades can be made with this system with similar results and roughly equal
nuyen/availability.
Base Grenade
Damage AP Blast Availability Cost
- - - 2 20
Parts
Chemical:
Disperses a chemical across the blast area, whether it's an aerosolized version or
a liquid one. Has no effects of its own; instead it applies the effect of the
chemical to anyone in its area. Aerosolized chemicals affect anyone in the blast
radius till the aerosol dissipates (Usually 4 combat turns, depending on
environmental factors). Only chemicals/toxins with the inhalation vector can be
aerosolized. Liquid chemicals linger on whoever is in the initial blast radius;
continually affecting them until it's washed off or falls off. Only chemicals with
the contact vector can be turned to liquid payloads.
If a chemical isn't chosen instead the grenade delivers liquid paint in its
radius. The paint doesn't wash off without industrial or specialised cleaners and
is slightly radioactive for tracking purposes.
Damage AP AOE Availability Cost
Chemical - - +Chemical availability +10 + Chem Cost
Concussive:
When dealing damage it treats the target's physical limit at a -3 for the purpose
of knockdown.
Damage AP AOE Availability Cost
10S -4 +2R +60
Corrosive:
If the grenade deals damage to metal it's considered to cause light smoke
conditions around the metal affected until it finishes burning.
Damage AP AOE Availability Cost
6P (Acid) -2 +10F +120
Flash:
Incompatible with Direct Fire, Projectile. Anyone looking in the direction of the
flash payload receives a -4 dice pool on tests involving sight due to the
strobing. (External flare compensation via goggles/classes reduce this to -2.
Flare compensation provided by ware/qualities reduces it to -1.) These have 10
charges and use 1 charge each combat turn to keep active. These can be recharged
when plugged in, regaining 1 charge per 10 seconds. With wireless it can be set to
avoid strobing at characters with a designated RFID chip.
When used with Direct Fire, Cone or Direct Fire, Line the effect changes. Anyone
within the cone looking in the direction of the fired Flash must make an Agility +
Reaction (Threshold 3) roll to avoid being blinded. Anyone who fails is
temporarily blinded, taking a -6 to all rolls involving sight. Anyone successful
instead suffers a -4 to all rolls involving sight. With flare compensation the
penalty is reduced by 2. Every combat turn after the initial blinding these
penalties reduce by 2 until they reach 0. Flashes with this part are non-
rechargable or recoverable and wireless doesn't help.
Damage AP AOE Availability Cost
Flechettes:
When combined with the Direct Fire, Projectile it's treated as using the medium
choke rules for firing flechettes through a shotgun.
Damage AP AOE Availability Cost
18P (f) +5 +7F +50
High Explosive:
Damage AP AOE Availability Cost
14P -2 +7F +70
Incendiary:
Damage AP AOE Availability Cost
10P (Fire) -6 +10F +90
Jammer:
Incompatible with all Direct Fire AOEs. The jammer causes 8 noise within the blast
radius. The grenade causes the noise until destroyed. Every combat turn the noise
it creates drops by 2 until it burns out. The noise is not selective.
Damage AP AOE Availability Cost
Jam +9F +200
Smoke:
Incompatible with all Direct Fire AOEs. Creates heavy smoke conditions within the
blast radius that lingers for 4 combat turns depending on environmental
conditions.
Damage AP AOE Availability Cost
Smoke +2R +0
Stake:
Only compatible with the AOE Direct Fire, Projectile. On hit if the DV is more
than the modified armour of the target it pins the target to a nearby surface. Net
hits on the attack set the threshold to escape the pin. While pinned they take a -
2 penalty to all defence tests. To break free the target can attempt a body +
strength[Physical] test against the escape threshold as a simple action. Failure
of this test inflicts unresisted physical damage equal to the difference between
the test and the threshold. Alternatively as a free action they can choose to take
unresisted physical damage equal to the escape threshold to escape.
Damage AP AOE Availability Cost
12P (Stake) -4 +4R +80
Blast, Fixed AOEs affect only those within the set radius.
Blast, Tapered AOEs instead lose damage every meter until they eventually hit 0.
Direct Fire AOEs are treated as ranged attacks against targets within range and
can only be fired from Grenade Launchers.
These parts can be used to spruce up the grenade. They might change function, add
utility or just pack in more explosives.
Aerodynamic Case:
Incompatible with any other part with the word 'Case' in its name. The grenade
uses a form considered aerodynamic; allowing further throws using the aerodynamic
range (Core page 185) but also the aerodynamic scatter (Core Page 182).
Damage AP AOE Availability Cost
+1 +20
Alternative Material
Only usable for payloads that deal physical non-elemental damage. The payload is
made out of a unique material, causing it to trigger the allergies/weaknesses of
targets hit. Choose the material at purchase, discussing with the GM. The GM sets
the extra availability/Nuyen cost and whether it becomes Forbidden. Depending on
the material used if it's not as strong as steel the GM can declare that its base
DV is halved and it gains +4 points of AP as it's not as effective or penetrative.
When combined with the Stake payload it instead changes the damage to 8P (Stake)
and AP to -2.
Damage AP AOE Availability Cost
+Varies +Varies
Anti-Armor:
Requires a payload that deals physical damage and either Blast, Tapered Heavy or
Direct Fire, Projectile AOEs. On damaging a vehicle, barrier or drone (Large or
bigger) the weapon's AP increases by -6.
Damage AP AOE Availability Cost
+2 +60
Canister Case:
Incompatible with any other part with the word 'Case' in its name. Must be taken
with a Chemical or Smoke payload or a payload that deals elemental damage.
Grenades with this part become canisters. These are propane tank containers.
Canisters may be placed or thrown to any location within STR meters at a -2 to the
pool (Scatter is 1d6 - hits meters on a fail), but not fired from a launcher.
Chemical and Smoke payloads linger for and additional 4 combat turns and their AOE
is extended by 5m. Canisters with Chemical payloads may purchase the
'Concentrated' part an additional 3 times. Elemental damage payloads deal +50%
damage.
Canisters can be detonated by wireless link, timer or by shooting them and
penetrating an armour 8 structure 4 barrier.
Damage AP AOE Availability Cost
+4 +200
Cluster Case: The explosives creates several smaller bomblets ensuring complete
global saturation. We are not responsible for any injuries caused by misjudging
blast area.
Incompatible with any other part with the word 'Case' in its name and Anti-Armor.
Requires a payload that deals non-elemental damage. For the first 2 meters
grenades with a Blast, Tapered AOE don't drop in damage. Grenades with a Blast,
Concentrated:
Compatible with Chemical payloads. Increases the power of any chemical loaded in
by +1. May be taken 3 times.
Damage AP AOE Availability Cost
+1 +Chemical Cost
Mine Case:
Incompatible with any other part with the word 'Case' in its name and Direct Fire,
Projectile. The grenade can only be placed within a meter using a complex action;
it can't be thrown or fired. Setting up a mine requires an Intelligence +
Demolitions roll, where the roll sets the threshold for how difficult the mine is
to spot and disarm. With Direct Fire Cone/Line AOEs the direction of the AOE is
chosen at set up and the threshold is also the threshold for the attack. MAD and
similar sensors gain +3 on their roll to spot a mine. On a glitch the mine is
destroyed on set up, but doesn't detonate. On a critical glitch it detonates in
your hands. The mine is set to detonate via any of the following methods, even all
three for failsafes. Via a wireless link trigger (Core page 182), on contact with
the mine or via laser trip wires that extend 1m in any two directions.
If using a damaging payload increase the damage by +25%. Chemical and Smoke
payloads linger for an additional turn. Jammer payloads start at 10 noise rather
than 8.
Missile:
Requires Rocket part. The rocket gains a sensor allowing it to be used with
weapons firing missiles and utilizing lock on. Choose the sensor rating at
purchase.
Damage AP AOE Availability Cost
+4 +Sensor Rating x 500
Overcharged:
Compatible with Flash without a Direct Fire AOE and Jammer payloads. With Flash
payloads it increases the dice pool penalty by -2 for uncompensated glare and -1
for compensated glare. However the payload only has a max of 5 charges and then
burns out completely; making it not reusable. With Jammer payloads increase the
initial noise penalty to 10; but every turn it decreases by 3 points instead of 2.
Damage AP AOE Availability Cost
+1 +30
Rollerball Case:
Incompatible with Sticky, any other part with the word 'Case' in its name and
Direct Fire AOEs. Instead of being thrown or fired it can be rolled as complex
action. If fired out of a launcher it cannot roll. This requires wireless and a
commlink, cyberdeck or RCC. The grenade can be tossed anywhere within 5 meters
then controlled to roll around terrain. The attack uses REA + Pilot Groundcraft
instead of the usual test. The attack uses taser ranges, though the penalties are
dictated by the length of the the roll taken rather than the distance away from
you. The control is imprecise and reliant on sight; so it can scatter as usual if
you don't hit the required threshold.
Damage AP AOE Availability Cost
+2 +200
Rocket Case
Incompatible with Direct Fire AOEs and any other part with the word 'Case' in its
name. Requires a payload that causes damage. This part turns the grenade into a
rocket instead. It deals +50% damage. It can only be fired from rocket launchers
and not thrown.
Damage AP AOE Availability Cost
+4 2000
Sticky:
Incompatible with all Direct Fire AOEs and the Rocket part. If fired from a
grenade launcher they don't bounce; making the Courier CPU redundant. Grenades
stick to whatever they hit; preventing easy dislodging. Stuck grenades can be
removed with a Strength + Body test (Threshold 4) to tear it off. Water washes off
the adhesive as well.
Damage AP AOE Availability Cost
+1 +80
Tagger
Requires a payload that deals non-elemental damage or a chemical payload using
paint. Anyone hit by the grenade is considered to have been stuck with a security
tag, allowing tracking. In addition with the Mine Case part on detonation it also
sends an alert to selected commlinks and adds an AR marker showing the direction
and distance to the detonated mine.
Damage AP AOE Availability Cost
+2 +40
Thermal Smoke
Available for the Corrosive, Incendiary and Smoke payloads. The heat that is given
off by the smoke from the payload is intense enough it completely disrupts thermal
sensors and vision.
Damage AP AOE Availability Cost
+2 +20
UV Burst
Compatible with Concussive and Flash payloads. When detonating/strobing it also
lets loose an intense burst of UV light. With a Flash Payload the burst only
occurs on strobes during the first action turn after it's fully charged. The limit
for UV on Flash payloads can be bypassed by increasing the availability by another
+3 and the cost by +200.
9-Bang: Cluster munitions tend to have a problem with friendly fire due to how
total the coverage is. At least with the 9-bang it's not a lethal mistake.
Damage AP Blast Availability Cost
15S -6 -4/m 10R 240
Parts: Cluster Case
Breaching Grenade: Intended for a quick and easy method of breaching barriers and
doors. Enterprising squads love these though; using them as an all purpose
solution to any hard targets.
Damage AP Blast Availability Cost
18P -2 -4/m 14F 240
Parts: Anti Armor, Sticky
The Blob: Named after the horror movie, this frisbee looking mine gets placed
against a surface and a button pressed to turn it into a gooey, sticky mess. When
triggered it releases a catalyst into the sticky coating making it less sticky but
way more corrosive. The result is horrifying as the acid burns away whoever's
around it. Adding insult to injury whoever triggered it usually gets hit with a
frisbee.
Damage AP Blast Availability Cost
8P (Acid) -2 10m x 5m Cone 15F 270
Parts: Mine Case,
Burnout Grenade: Incendiary grenades, pretty basic stuff that sets everything
around them on fire. As a side effect the thermal smoke they also put out, makes
them a convincing reason for the opposition to not follow you.
Damage AP Blast Availability Cost
10P (Fire) -6 10m Radius 18F 150
Parts: Thermal Smoke
Dragon's Breath Round: You know someone's made something horrific when even the
corps won't brand it. The only marking on these things is a triangle and serial
number. On being fired it launches forth this storm of splinters that catch in
things and ignite; burning till the splinter’s gone or completely smothered. You
can only speculate on why someone needed to design these. I'd even feel bad about
using these on bugs.
Molotov Burrito: Named for the fact that it looks just like a sturdier foil
wrapped burrito from stuffer shack. A common IED, this is a definite step up from
a cocktail due to actually using detonators and a case you can't break by dropping
it.
Damage AP Blast Availability Cost
8P (Fire) -6 5m Radius 10F +90
Parts: Pipe Bomb Case,
Soy Grenade: As stupid as this thing is there's actually one high profile
confirmed kill with it. Some runner calling himself 'Minmax' cut a massive chunk
of profit out of EVO to the point retaliation was in the best interest of the
profit margin. Somehow EVO got his medical details. One night a dozen of these
dropped out of the vent while Minmax was talking about how awesome he was at a
runner bar. Seconds later the guy was on the floor in the most serious
anaphylactic shock anyone had seen. Most undignified death I've ever heard of.
Damage AP Blast Availability Cost
Soy - 10m Radius 7 70
Parts: Concentrated x 3
Vlad Round: Origins of this round are debated. Regardless of whether vampire
hunters or junkyard armorers came up with it the design has proliferated. This
grenade fires a spike with minimal accuracy but maximum penetration. What makes
these worthy of their cruel namesake however is the design. Not content with
damage these spikes are built to pin their targets to whatever is nearby.
Damage AP Blast Availability Cost
12P (Stake) -4 L.Pistol Projectile +6R 110
Parts
Vlad Round, Wooden: Hard to come by, these Vlad rounds are composed of incredibly
carefully treated Oak and used in vampire hunting. Against mundanes while still
deadly it definitely loses efficacy.
Damage AP Blast Availability Cost
8P (Stake) -2 L.Pistol Projectile 10R 190
Consult your GM when using Greasy's Shields. You may use them as the default flat
stacking armour and with the listed weapon profiles.
Shields are one handed weapons that cannot be wielded with another shield.
Shields can also be used as weapons if the wielder meets the strength requirement,
dealing listed damage. Attacking with a shield uses clubs.
Shields have their own specific mods which may be added on, increasing its
availability and price. Mods may only be taken once. Shields cannot take
armour/weapon modifications and functionally have no capacity unless stated
otherwise.
Otherwise to use them as active barriers and defence use these ones.
Shields don’t function as flat armour, rather each shield functions as a barrier
protecting your character's facing in combat. Any attacks coming from the
direction your character is facing counts as coming through the barrier. If the
attack would do enough damage to put a hole in the shield the shield is damaged
and no longer usable till repaired.
Actions or movement general usage exposes your knees, shins, and feet allowing
called shots to be made against them. If actively using a weapon or other item in
your opposite hand then you leave that arm vulnerable for called shots as well,
though just holding it doesn't make it vulnerable. When taking a total defence
Mages can't draw line of sight through a shield without exposing their head or
using other apparatus such as a mirror on a stick or similar.
Wielded shields are cumbersome and large, impeding mobility. Attacks and athletics
skill group rolls made while using the shield are made at a -1 penalty. Agility
for the purpose of movement is also reduced by 1 (To a min of 1). Shields have a
strength requirement for usage, if a character has a strength lower than the
requirement every point of difference increases shield penalties by the same
amount.
Repairing a shield requires a Shield Repair Kit, costing 1000 nuyen. Repairing the
shield requires an extended intelligence + armorer (Mental) check taking half an
hour each roll with a threshold of 3.
Bunker shield: A specialist shield used by those in the front lines, they can
prevent most small calibre fire from taking serious effect as well as take the
brunt of an attack from larger rounds. These shields are typically used by
breachers expecting solid resistance
Montagne: Massive slabs of reinforced metal used to hold back the heaviest arms
fire, these can reliably stop rifle rounds. Due to their size and weight they are
only used by the most physically dominant security personnel.
Riot shield: Clear ballistic polymer only rated to low calibre pistol rounds these
are generally used in riots to prevent thrown projectile weapons from doing
significant damage rather than deflecting fire. None the less they're cheap, light
and effective.
Black Mirror: An advanced tactical setup, the Black Mirror gets its name from the
black glass-like appearance the front of the shield has. It allows the wielder
taking charge to better direct the attacks of their team.
Firstly; while everything behind the shield is considered hidden the shield is
clear from the wielder's side. This allows mages to draw line of sight through it.
Secondly if the wielder has an active smartlink the shield calculates trajectory
of any physical projectile directed at it (Hit or miss) and attempts to mark them.
Any target visible to the wielder is painted with an AR marker and any attack with
a smartgun in your next pass against them is at a +1. Should the target not be
visible it instead gives a +2 to a perception check in your next pass to find
them. If your wireless is activated any allies with a wireless smartlink gains the
AR marker bonus from your shield.
Combat: These shields are built with specialized grips and reinforced strike edges
along the rim that allow them to be used more effectively as weapons. Some uncouth
wielders even incorporate spikes onto the front of their shield.
Shields with this mod increase their damage by 1, change it to physical and give
the shield an AP of -2.
The shield can display electrochromatic designs and change them freely on the
shield.
Extending/collapsing the shield is a simple action that requires two hands. While
extended the shield is as large as the user and thus completely covers them,
preventing called shots from your facing even during movement and actions. Attacks
with the extended shield are at a -3 penalty and -3 accuracy.
Guardian System: The shield incorporates a miniaturized Trophy System. While not
capable of stopping missiles like those on tanks it can still disrupt other
ordinance.
Whenever the wielder uses full defence action they may choose to use the Trophy
System instead of gaining a bonus to their defence. The Trophy System has a pool
of 5 charges and automatically intercepts slow projectile weapons (Arrows, bolts,
grenades, throwing weapons) that pass within 1m of the shield wielder. Throwing
Weapons that are intercepted clatter harmlessly away, rolling scatter. Arrows,
bolts and grenades are destroyed mid-flight, nullifying their effect. Trophy
System charges recharge 1 every half hour.
Lighter Construction: Shields with this mod have many of their parts swapped out
for lighter but just as effective versions.
This removes the standard attack and agility penalties for using a shield if the
wielder has the strength to use it. In addition when using the shield as a weapon
it increases its accuracy by 1.
Overcharged: The shield comes with extra batteries and circuitry to better
distribute power to its systems. Waterproof, but barely.
Pavise: This shield is built with a lining of gecko pads and magnetic clamps as
well as deployable pneumatic stands. Regardless of overwhelming fire this shield
will stay up until it's destroyed.
As a complex action the wielder can set the shield to lock in place anchored to
its surroundings and stand upright. This can be used to create cover. With an
active smartlink system the lock can be engaged/disengaged with a simple action.
The shield can only be unlocked by interacting with controls on the handle side,
hacking or destroying the shield. This mod is often used in conjunction with the
Extendable mod to create large cover or block off doorways.
Shields with this mod can be electrified, shocking those in contact with or struck
by it and dealing 10S (Electrical) at AP-5 [Not affected by combat mod]. Or it can
activate a flash pack mounted to the front. Both of these cost 1 charge to use and
draw from the Powerhouse pool of 10 charges that recharge 1 every half an hour.
They also come with a built in quickdraw holster.