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Greasy Pete’s Armory

A modular gun system for Shadowrun 5e


Contents
Greasy Pete's Guns Introduction ................................................. 3
Rules changes for existing gun system ........................................... 4
Gun Creation.................................................................... 5
Universal Parts................................................................. 6
Heavy Pistols (Pistols) ........................................................ 10
Sample Heavy Pistols........................................................... 12
Light Pistols (Pistols) ........................................................ 13
Sample Light Pistols........................................................... 15
Tasers (Pistols)............................................................... 16
Sample Tasers.................................................................. 18
Assault Rifles (Automatics) .................................................... 19
Sample Assault Rifles.......................................................... 22
Machine Guns (Automatics) ...................................................... 23
Sample Machine Guns............................................................ 25
SMGs (Automatics).............................................................. 26
Sample SMGs.................................................................... 29
Shotguns (Longarms)............................................................ 30
Sample Shotguns................................................................ 33
Sniper Rifles (Longarms) ....................................................... 34
Sample Sniper Rifles........................................................... 37
Assault Cannons (Heavy) ........................................................ 38
Sample Assault Cannons......................................................... 41
Chemical launcher (Heavy) ...................................................... 42
Sample Chemical Launchers ...................................................... 45
Grenade Launchers (Heavy) ...................................................... 46
Sample Grenade Launchers ....................................................... 49
Missile Launchers (Heavy) ...................................................... 50
Sample Missile Launchers ....................................................... 52
Melee Creation................................................................. 53
Universal Parts (Melee) ........................................................ 54
Bludgeons (Clubs).............................................................. 58
Sample Bludgeons............................................................... 61
Machinery (Exotic Weapon: Machinery) ........................................... 62
Sample Machinery............................................................... 65
Sharps (Blades)................................................................ 66
Sample Sharps.................................................................. 69
Wild (Unarmed)................................................................. 70
Sample Wild Weapons............................................................ 73

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Greasy's Build-A-Bomb Workshop ................................................. 74
Payloads ...................................................................... 75
AOE (Area of Effect)........................................................... 77
Explosive Parts................................................................ 79
Sample Explosives.............................................................. 83
Greasy’s Shields............................................................... 86
Base Shields................................................................... 88
Shield Mods.................................................................... 89

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Greasy Pete's Guns Introduction
One of the main issues I have with the existing Shadowrun 5e system is the
weapons. Cost and availability seemed to be arbitrarily decided rather than have
an impact on the weapon. Whenever new books came out they also focused on adding
guns with gimmicks that should have been a separate mod rather than only
applicable to a specific gun. In the end you generally only cared about a few
weapon categories and within those there were very few efficient options.

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.

Looking at the system I'm writing I do have some criticisms.


1. Availability. While it's a good way to limit how powerful weaponry is outside
of cost there's no reason to not stack the availability as high as you can at
creation. In game it'll be less of a problem as it affects the availability
test. It also makes the restricted gear quality much stronger for weapons as
now availability is a direct correlation to usefulness.
2. Time consuming. As opposed to just grabbing the next step up in accuracy and
damage you need to work out how you're going to branch out your gun. Shopping
trips as is can be time consuming just buying an Ares Predator, let alone
building a gun from scratch. This could be combated by pre-making arsenal
lists or getting players to work out what they want beforehand.

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Rules changes for existing gun system
Guns do not use regular mods or have regular mod slots. Rather they use the parts
in this homebrew.

What skills govern what weapons?

Skill Weapons

Automatics Assault Rifles


Machine Guns
Submachine Guns

Heavy Weapons Assault Cannons


Chemical Launchers
Grenade Launchers
Missile/Rocket Launchers

Longarms Shotguns
Sniper Rifles

Pistols Heavy Pistols


Light Pistols
(Machine Pistols have been moved here
as well, but count as light pistols
for the purposes of my system)

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Gun Creation
1. Choose your base gun. These are any of the weapons categories, eg. Light
Pistol, Shotgun, Machinegun.
2. Take that base gun and choose parts from either the weapon specific category
or the universal. In addition, decide if the gun has any gimmicks. Apply flat
number changes first then percentages. Round down for decimals.
3. Apply the cost changes (Percentage of the base weapon then flat price
additions) and the availability modifier to the gun.
4. Apply the stats to the gun (Apply flat values before adding modifiers.)
5. Once finished flavour to your liking.
6. When the gun has been created, purchase it as you would in Shadowrun.

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

5(7) 8P -1 SA 0 10(C) 7R 770

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

5(8) 8P -1 SA 0 10(C) 10R 1270

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

5(8) 8P -1 SA 0 10(C) 12R 1460

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.

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Universal Parts

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.

Acc DV AP Mode RC Ammo Avail Cost

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+1 +50%

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%

Deep Reserves: Responding to consumers' hatred of reloading the magazine contains


more bullets.
Can be taken twice.
Acc DV AP Mode RC Ammo Avail Cost
+25% +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%

Far Sighting: Using a combination of improved rifling, high magnification sights


and longer barrels the gun's range is extended.
The weapon has a scope with vision magnification built into it. The scope can also
have any one other vision enhancement built into it for free. With an active
smartgun system it also reduces range penalties incurred by 1 point, not
cumulative with vision magnification.
Acc DV AP Mode RC Ammo Avail Cost
+1 +50%

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

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+2 +600

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

Smartgun System: Extremely common nowadays A variety of sensors tracks weapon


conditions, bullet trajectory and ammo while a computer suite built in allows it
to integrate several gun functions into electronic control.
While the smartgun is connected to a smartlink it provides several benefits. The
gun's accuracy increases by 2, an integrated camera allows shooting around
obstacles at a -3 penalty. If combined with an active wireless connection it adds
a +1 to attack rolls, +2 with a smartlink system you have paid essence for.
Acc DV AP Mode RC Ammo Avail Cost
(+2) +2 +50%

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%

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Survivalist Frame: Guaranteed to work by the company selling it, no matter how
much abuse it's put through.
The gun is able to be used as a weapon in melee using base bludgeon stats (Pg. 55)
without damaging it. Any weapon that uses the pistols skill has -1 reach. The
weapon gains 3 points of structure for the purpose of working out how much damage
it can take. It can function normally even when clogged with dust, filled with
water or buried in snow.
Acc DV AP Mode RC Ammo Avail Cost
+2 +50%

Tactical suite: This suite contains several quality of life modifications


including a laser/light module and gecko grip. While generally used to compensate
for a lack of smartgun, it's just as effective with it.
The gun has a flashlight and laser sight incorporated into it (Both have Standard,
Low Light and infrared functions.) as well as a Gecko Grip. While the laser sight
is active and visible to the wielder the gun has +1 accuracy, it provides no
benefit with an active Smartgun System. The Gecko Grip allows the gun to grip onto
any surface while not wet. The grip can be turned on and off with a free action
with a smartgun system, or a simple action without. While the grip is on it gives
a +6 dice pool modifier to checks to hold onto the gun.
Acc DV AP Mode RC Ammo Avail Cost
(+1) +1 +25%

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%

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Heavy Pistols (Pistols)

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.

Base Heavy Pistol


Acc DV AP Mode RC Ammo Avail Cost
5 8P -1 SA 0 10(C) 4R 380
Parts:

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

Facepunch Compensator: Designed by gun kata practitioners for gun kata


practitioners. A combination of strike face and compensator is attached to the

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barrel and comes with a magwell accessory for vicious pistol whips. Warranty
doesn't cover gun damage, so this part is frequently paired with a Survivalist
Frame.
When using the pistol as a melee weapon use the below profile.
Acc DV AP Mode RC Ammo Avail Cost
+1 +2 +125
Facepunch Pistol strike (Clubs)
Acc DV AP Reach Avail Cost
6 (Str+1)S -2 0 - -

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

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Sample Heavy Pistols
Beretta 072MP: A larger and more controllable revision of the M93R. It features a
C-Frame to combat the sheer recoil of its predecessor.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 8P -1 SA/BF +4 15(C) 14R 1460
Parts: Burst Fire, C-Frame, Smartgun System, Vented

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

Ruger Apex-Predator: Originally marketed as a snake gun for globetrotting


survivalists. Its hardy construction and ability to use flechette has lead to a
more widespread adoption.
Acc DV AP Mode RC Ammo Avail Cost
6(7) 9P -2 SS 0 6(cy) 10R 1085
Parts: Accurate , Revolver, Survivalist Frame, Shell Use, Tactical Suite

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

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Light Pistols (Pistols)

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.

Base Light Pistol


Acc DV AP Mode RC Ammo Avail Cost
6 6P 0 SA 0 15(c) 2R 250
Parts:

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

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Holdout: For those looking for a more concealable package, trading firepower for
the ability to sneak it about.
Reduces concealability by 2 points. Uses holdout pistol ranges. Not compatible
with Deep Reserves or Burst Fire.
Acc DV AP Mode RC Ammo Avail Cost
-1 -50% +0 -100

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

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Sample Light Pistols
CC-Stat: A Crashcart sidearm, less intended for combat and more intended for long
range medication administration. It's against SOP to load this with non-capsule
ammunition. Not that it stops some.
Acc DV AP Mode RC Ammo Avail Cost
7(9) 7P -1 SS 2 10(cy) 7R 887.5
Parts: Advanced Safety System, Deep Reserves, Fully Integrated, Revolver, Smartgun

Jaguar 18: An Aztechnology reproduction of the Glock 18. Due to an ongoing


licensing battle between Aztechnology and Glock they may be pulled from the
shelves soon. Grab them while they're out!
Acc DV AP Mode RC Ammo Avail Cost
5 6P 0 SA/BF/FA 2 33(c) 9R 762.5
Parts: Burst Fire, Deep Reserves, Full Auto

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,

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Tasers (Pistols)

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

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Guardian Angel: A biomonitor and security tag combo built into the taser allows
easy monitoring of people hit by the taser.
After striking the target the taser darts function as security RFID tag as long as
they're left in them. They also act as a biomonitor on the target and wirelessly
transfer to the user's commlink. Removing a dart requires a simple action.
Acc DV AP Mode RC Ammo Avail Cost
+2 +125

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

Semi Automatic: A revamped receiver allows a significantly improved rate of fire


for the taser.
Changes the firemode of the taser from SS to SA
Acc DV AP Mode RC Ammo Avail Cost
SA +4 +150

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Sample Tasers
Electro-cuter: A jury-rigged piece of equipment used by the Sparkies gang from
Australia. Despite its name it's ugly as hell and holding it feels like a
violation of common sense. The electricity obsessed gang designed it as a
ceremonial tool first and weapon second.
Acc DV AP Mode RC Ammo Avail Cost
4 8P(e) -5 SS 0 3(m) 10F 830
Parts: Extra Voltage x2, Mercy Seat

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

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Assault Rifles (Automatics)

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.

Base Assault Rifle


Acc DV AP Mode RC Ammo Avail Cost
5 9P -2 SA/BF/FA 2 40(c) 6R 1000
Parts:

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

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gain +2 armour (counts for armour encumbrance) as long as the weapon is readied.
Attacks made while the shield is deployed suffer from -1 accuracy. Increase
concealability by 2 while the shield is attached. If lost the shield can be
replaced for 400 nuyen.
Acc DV AP Mode RC Ammo Avail Cost
+2 +600

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.

Bayonet (Uses Blades skill)


Acc DV AP Reach Avail Cost

6 (Str+1)P -2 1 +1 +200

Flamethrower (Uses Heavy Weapons skill and Chemical Launcher Rules)

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

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Stunner (Uses Clubs skill)
Acc DV AP Reach Avail Cost
6 8S (e) -5 1 +1 +800

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Sample Assault Rifles
Aegis 13: An assault rifle commissioned by Greece’s Minotaur Legion looking to
outfit its breachers. Reviews outside the legion are poor, citing heavy muzzle
climb and an unergonomic design. Within the legion where its bulk and recoil are
offset by its wielders herculean strength it’s favoured above all others.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 9P -2 SA/BF/FA 2 60(c) 12R 2600
Parts: Deep Reserves x2, Gun Shield, Smartgun System

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,

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Machine Guns (Automatics)

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

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Firewalker CPU: An enhancement to the smartgun system in the machine gun. This CPU
tracks continuous fire’s bullet trajectory, weapon spread and recoil then adjusts
the gun to compensate.
Requires an active Smartgun system. After shooting at a target with the machine
gun you gain a cumulative +1 modifier to the pool for shooting them again in your
next pass. This bonus caps at +3. The bonus is lost if you spend a pass not
shooting the target or if you shoot at another target. These must be directed
attacks against a target you can see.
Acc DV AP Mode RC Ammo Avail Cost
+2 +1500

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

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Sample Machine Guns

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,

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SMGs (Automatics)

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

Innocuous: The SMG is built into an everyday object, allowing it to be discretely


carried and deployed. It won't stand up to intense scrutiny but it can be carried
around without much issue.
Incompatible with Carbine. Choose an object about the dimensions of a small
briefcase or larger (Large laptop, skimmer board, tool box). The SMG is concealed

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within it and cannot be spotted without a Intuition + Perception (3) search of the
object. A MAD sensor can still detect the gun. It can be retrieved/returned with a
complex action. It can be fired while concealed at a -4, but this will reveal the
nature of the object. The gun must be removed to be reloaded. If the innocuous
object is lost it can be rebought for 500 nuyen.

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

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Tac- Light: What started as a convenient way to illuminate what you wanted to
shoot at has been weaponized. The existing light rig is capable of high powered
directional strobing.
Requires tactical suite. The gun has a specialized flash pack attached. It can be
activated/deactivated with a simple action (free action with smartgun system) and
has 10 charges, each charge lasting combat turn. Each turn the Tac-light is
activated it causes anyone looking in the direction of your gun’s barrel to suffer
from moderate glare penalties. The glare penalty category gets one category higher
each initiative part spent looking at the activated tac light and one category
lower each pass spent not looking at it. The category can’t get worse than
blinding. If the target has flare compensation the glare penalty starts one
category lower. Recharges 1 every half an hour.
Acc DV AP Mode RC Ammo Avail Cost
+2 +500

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Sample SMGs
AK 98u: A cut down AK with some aftermarket mods. It's not pretty, but it's
reliable and functional. A ganger favourite.
Acc DV AP Mode RC Ammo Avail Cost
5 7P -2 SA/BF/FA 6 40 10R 1975
Parts: Carbine, Far Sighting, Survivalist Frame, Vented

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

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Shotguns (Longarms)

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

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Double Barrelled: This shotgun is a basic double barrel design, whether over under
or side by side. A true classic.
Incompatible with Cylinder Fed, Deep Reserves, Magazine fed and Burst Fire. Weapon
can fire both barrels as a short burst with not enough bullets rules.
Acc DV AP Mode RC Ammo Avail Cost
+1 -1 2(b) +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

Stunner (Uses Clubs skill)


Acc DV AP Reach Avail Cost
6 8S (e) -5 1

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.

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Acc DV AP Mode RC Ammo Avail Cost
+1 +2 +600

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

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Sample Shotguns

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

KE Siege-breaker: A hard hitting shotgun, intended to incapacitate and intimidate


rioters into backing down. It's earned a reputation as a tool of oppression in
Seattle.
Acc DV AP Mode RC Ammo Avail Cost
6(8) 12P -1 SA 2 21(c) 13F 4387.5
Parts: Less Lethal, Magazine Fed, Mil-spec, Small Gauge x2, Smartgun System

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

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Sniper Rifles (Longarms)

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.

Base Sniper Rifle


Acc DV AP Mode RC Ammo Avail Cost
7 12P -3 SS 0 6(M) 4R 2500
Parts:

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

Battle Rifle: Closer to a massively scaled up assault rifle, this sniper is


capable of burst fire. Rather than used in traditional sniper roles it's generally
carried by designated marksmen who require the utility a high rate of fire
provides.
Incompatible with Large Calibre. Requires Semi Auto. Adds Burst Fire to the sniper
rifle.
Acc DV AP Mode RC Ammo Avail Cost
+100% +2 +3000

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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 as a simple action. While deployed on a flat surface (Window sill,
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 +1000

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

Large Calibre: Bigger bullets, bigger wounds.


Incompatible with Varmint Rifle.
Acc DV AP Mode RC Ammo Avail Cost
+1 -2 +6 +5000

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

Spotter CPU: This smartgun upgrade calculates bullet trajectory based on


atmospheric conditions and the detected specifications of the bullet. Its use in
organized competition is heavily debated.
Requires an active Smartgun System. The Sniper Rifle contains rating 2 Olfactory
and Atmospheric sensors. After taking a complex action to aim at a stationary
target the CPU assists with a teamwork test on the first shot taken against them.
If the target moves before the shot is taken the bonus is lost. The CPU assists
with 6 dice.
Acc DV AP Mode RC Ammo Avail Cost
+2 +2500

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Varmint Rifle: These snipers vary between assault rifles put into a sniper
configuration and standard rifles on the lower calibre side. Although they may not
be a first choice they’re still reliable enough some sharpshooters swear by them.
Uses assault rifle bullets. Reduce the concealability modifier by 2, when mounting
on a vehicle it takes weapon mounts as though it's an assault rifle. Halve costs
of all sniper rifle specific parts.
Acc DV AP Mode RC Ammo Avail Cost
-2 +1 +50% -3 -1000

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Sample Sniper Rifles

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

SK-417: An SK designed DMR frequently employed by law enforcement. Accurate,


simplistic and sharing ammunition with other weapons makes it a solid choice.
Acc DV AP Mode RC Ammo Avail Cost
8(10) 10P -3 SA 4 17(c) 9F 7875
Parts: Bracing System, Milspec, Semi Auto, Smartgun System, Varmint Rifle

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Assault Cannons (Heavy)

Base Assault cannon


Acc DV AP Mode RC Ammo Avail Cost
5 (7) 16 -8 SS 0 10(c) 16F 15,000
Parts: Advanced Safety System, Smartgun System

Requires a strength of 8 to wield. Suffers double usual penalties for


uncompensated recoil.

Specific Parts

Condensed Payload: The projectile delivered by the cannon is more accurately


described as a warhead. While most assault cannons use explosive ammo these rounds
create sufficient sonic disruption around the target to stun others.
Incompatible with Railgun and Shred Cannon. Anyone within 2m of the impact from an
assault cannon with this part takes 7S damage at -4. If they're in cover from the
blast they're not impacted by this damage. Does not affect the target hit by the
main attack, they have problems of their own.
Acc DV AP Mode RC Ammo Avail Cost
+1 +5000

Drum magazine: Thanks to significant reinforcement and designers now estranged


from their families large drums are now available for the weapon.
Changes the ammo capacity to 20(d).
Acc DV AP Mode RC Ammo Avail Cost
+2 +2000

Greasy Pete’s Guns | 38


Gun Show: The cannon employs a number of theatrics in its use. The crackling of
the railgun batteries charging, an explosion of sparks on hit or even a loudener.
Not a mechanical enhancement, rather a psyops accessory.
Anyone who witnesses this assault cannon firing is at a -2 to rolls to resist
intimidation or coercion from the wielder for the next minute. In addition, anyone
that wants to leave cover while in a suppression fire from this weapon must pass a
threshold 3 composure test beforehand.
Acc DV AP Mode RC Ammo Avail Cost
+1 +1000

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.

Greasy Pete’s Guns | 39


Acc DV AP Mode RC Ammo Avail Cost
+1 +5000

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

Greasy Pete’s Guns | 40


Sample Assault Cannons

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

5 (7) 16 -8 SA 0 20(d) 21F 24,000


Parts: Advanced Safety System, Drum Magazine, Gun Show, Semi Auto, Smartgun System

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

5 (7) 18P (f) -2 SS 0 10(c) 21F 35,000


Parts: Accurate, Advanced Safety System, CQC Config, Shred Cannon, Smartgun
System, Survivalist Frame

UT 99 Razorjack: A vicious reinterpretation of the railgun. The Razorjack utilizes


its magnetic fields to propel titanium sawblades with enough force to cut through
your average goon squad and their backup. The Ripjaw is an alternate fire that
magnetically suspends the rotating disk in the air.
Acc DV AP Mode RC Ammo Avail Cost

5 (7) 14 -16 SS 0 10(c) 20F 30,500


Parts: Advanced Safety System, Railgun, Ripjaw, Smartgun System Survivalist Frame

Greasy Pete’s Guns | 41


Chemical launcher (Heavy)

There’s something strangely egalitarian about chemical launchers. The design is


simple enough backyard engineers jury rig them; but the principle is so effective
militaries and corps sink serious R&D into them. Regardless of who’s made them and
how they’re all the same. A nozzle and hose connected to a tank full of war
crimes.

Base Chemical Launcher


Acc DV AP Mode RC Ammo Avail Cost
4 0 0 SS 0 16 (pa) 4R 1000
Parts:

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.

Greasy Pete’s Guns | 42


Specific Parts
Acc DV AP Mode RC Ammo Avail Cost

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

Deterrent Launcher: A highly pressurized water cannon, common in law enforcement


agencies and hits as hard as the riot squad.
Incompatible with any other part with 'Launcher' in the name. Change the launchers
damage to 10S and AP to -2. Targets hit with the launcher are at a -3 phys limit
when determining if they’re knocked prone. Contact vector toxins or chemicals can
be mixed in at 1 dose per shot.
Acc DV AP Mode RC Ammo Avail Cost
10S -2 +2 +500

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

Gel-Based Ammo: The launcher incorporates an additional piece of machinery in the


pack. Rather than firing the chemical as is it can also inject a semi-solid
binding agent into it. As a result it can launch concentrated globs of the
chemical longer range. Functionally the launcher becomes a capsule gun from hell.

Greasy Pete’s Guns | 43


Incompatible with Cacophony Launcher. Instead of utilizing the normal chemical
launcher rules for firing instead you can fire a chemical blob as a complex action
consuming 3 ammo. The blob is fired as an indirect weapon using grenade launcher
scatter rules at light pistol ranges. On landing resolve the hit against the
target as well as anyone within 1m.
Acc DV AP Mode RC Ammo Avail Cost
+2 +1500

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

Portable: A significantly cut down version of a chemical launcher; since not


everyone looking to cause grievous harm is built like Charles Atlas.
Change ammo to 4(c), reduces damage of any other parts by 2, reduces strength
requirement to 4.
Acc DV AP Mode RC Ammo Avail Cost
-1 -2 4(c) -1 +0

Toxic Launcher: Considered highly illegal in practically every regulated area;


these weapons fire concentrated corrosives. In places with lax laws they sometime
appear in scrapyards; but practically every time one is readied you can hear
environmentalists fainting.
Incompatible with any other part with 'Launcher' in the name. Changes the
launchers damage code to 9P (Acid) damage and -2 AP. As long as the acid burns it
creates light smoke conditions around the affected target, object or location.
Acc DV AP Mode RC Ammo Avail Cost
9P (Acid) -2 +10F +2500

Greasy Pete’s Guns | 44


Sample Chemical Launchers
Hard Korps A.R.C: The Anti-Riot Cannon is an infamous deterrent weapon. Mounted on
their vehicles or larger troopers; it's used for pinpointing agitators and taking
them down. Gets different designations depending on the 'deterrent enhancer' mixed
in.
Acc DV AP Mode RC Ammo Avail Cost
5(7) 10S -2 SS 0 24 (pa) 12R 3000
Parts: Deep Reserves x2, Deterrent Launcher, Over Pressurized, Smartgun System,

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

Greasy Pete’s Guns | 45


Grenade Launchers (Heavy)

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.

When firing multiple grenades as part of a semi-auto burst it functions as the


normal rules (Core page, 181), except every grenade added to the burst increases
the threshold of the attack by 2.

Base Grenade Launcher


Acc DV AP Mode RC Ammo Avail Cost
4 Grenade Grenade SS 0 6(cy) 4F 2000
Parts:

Greasy Pete’s Guns | 46


Specific Parts
Airburst link: A targeting system within the grenade launcher causes it to explode
once it reaches a certain range of its target, ensuring good hits.
Requires Smartgun System. While using wireless any scatter your grenades suffer is
reduced by 2 meters per net hit instead of 1.
Acc DV AP Mode RC Ammo Avail Cost
+2 +1200

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

D-M-O Manager: The Designated Multitasking Operations Manager is an advanced


computer system onboard the grenade launcher. It creates a significant increase in
utility; allowing the wielder to turn any defensible position into a spider's web.
Advanced Safety System to prevent friendly fire is sold separately.
Requires a Smartgun System. Incompatible with Blunderbuss. With this mod you can
add a sensor tag into any purchased grenades for this weapon (Sold separately,
again.) The D-M-O Manager puts all feeds from sensors into an easily viewable
camera matrix displayed on the gun as well as on your AR. Once the grenade
detonates the tag is destroyed.
This gives another fire mode for grenades (Pg 181 of core): Sensor (Requiring a
sensor tag in the grenade). Rather than detonating as usual the Sensor firemode
causes the grenade till a target it can see closes enters its blast radius. You
can set additional simple parameters; such as waiting a set amount of time after
target acquisition to detonate, not triggering on Advanced Safety System RFIDs or
only detonating after X targets are within blast range. After landing you can also
freely detonate as usual with the Change Wireless Device Mode free action. This
requires active wireless to set the sensor mode. Should wireless be turned off or
jammed it uses its last command and data to judge targets until connection is
reestablished. It also no longer transmits sensor data to the gun.

Greasy Pete’s Guns | 47


Acc DV AP Mode RC Ammo Avail Cost
+2 +1500

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

Semi-automatic: A completely revamped receiver allows you to output more grenades


faster.
Incompatible with Pirate Gun. Changes the firing mode to SA, allowing it to fire
Semi-Automatic bursts.
Acc DV AP Mode RC Ammo Avail Cost
SA +4 +2000

Greasy Pete’s Guns | 48


Sample Grenade Launchers
Argentech Arbalest: The arbalest is marketed as a weapon for paracritter/spirit
hunting. Intended to only fire Vlad rounds, the Argentech catalogue contains a
stunning variety of rounds with different treatments and material competitions.
Acc DV AP Mode RC Ammo Avail Cost
7 Grenade Grenade SS 1 15(c) 18F 8000
Parts: Accurate x 2, Blunderbuss, Deep Reserves x2, Magazine Fed, Semi-Automatic,

Manastorm Raider: Not a weapon brand, more a designation. Some Australian


anarchists hijacked a shipment of prototype grenade launchers intended to be used
against them. Couldn’t hack the safety systems though so they tore out parts until
it worked. The result is as inelegant as it is brutally effective.
Acc DV AP Mode RC Ammo Avail Cost
4 Grenade Grenade SS -1 1(m) 3R 2100
Parts: Accurate x2, Analogue, Bargain Brand, Disarmed Safety, Pirate Gun,
Survivalist Frame,

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

Greasy Pete’s Guns | 49


Missile Launchers (Heavy)

Base Missile Launcher


Acc DV AP Mode RC Ammo Avail Cost
5 Missile Missile SS 0 1(ml) 10F 1200
Parts:

Missile Launchers can be used to fire rockets or missiles.

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

Greasy Pete’s Guns | 50


Special Special

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

Greasy Pete’s Guns | 51


Sample Missile Launchers
CGM Rainmaker: A smart launcher designed capable of dropping cluster ordnance on
the target's head while weaving between buildings. The sheer amount of money put
into the weapon's development and onboard computer was enough to defund multiple
public schools. Use the power well.
Acc DV AP Mode RC Ammo Avail Cost

8(10) Missile Missile SS 2 1(ml) 18F 6700


Parts: Accurate x 2, DRM, Fully Integrated, Scholar CPU, Smartgun System

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

5 Missile Missile SS 0 1(ml) 12F 2200


Parts: Dumb Fire, Far Sighting, Survivalist Frame,

UT 99 Redeemer: Another weapon developed by Unreal Technologies; this shoulder


mounted artillery piece was developed for anti-armour purposes. This weapon is
ridiculous overkill though. Likely that's the reason it's only been purchased in
countries at risk of dragon attacks.
Acc DV AP Mode RC Ammo Avail Cost

5(7) Missile Missile SS 0 9(c) 19F 7900


Parts: Deep Reserves, Magazine Fed, Multi-Barrelled, Smartgun System

Greasy Pete’s Guns | 52


Melee Creation
Works as gun creation; start with a base weapon then mod it up from there.

Four base weapon categories:

Bludgeons (Clubs): Batons, Flails, Hammers, Maces, Picks, Staves,

Machinery (Exotic Weapon: Machinery): Arc Cutters, Chainsaws, Drills, Pneumatic


Jaws, Saws, Stake Drivers,

Sharps (Blades): Axes, Daggers, Halberds, Spears, Swords,

Wild (Unarmed): Bladed Bracers, Brass Knuckles, Dragon Claws, Katars, Sap Gloves,
Shitkicking Boots,

New Stats; Size and Charge.

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:

Greasy Pete’s Guns | 53


Universal Parts (Melee)
Accurate:
Can be taken twice.
Acc Reach DV AP Charges Size Avail Cost
+1 +2 +150

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

Greasy Pete’s Guns | 54


Collapsible:
Incompatible with all Wild weapons. The weapon is capable of collapsing and
extending as a simple action; folding down into an object half its size. When
collapsed the weapon is considered to have a size of either -2 from the original
or half the original; whichever is lower. While collapsed the weapon cannot be
used.
When used with a weapon with the polearm part the weapon can still be used while
collapsed. Its accuracy reduces by 1, its reach becomes 2 and it can be used one
handed.
Acc Reach DV AP Charges Size Avail Cost
+2 +200

Contactlink: The weapon's built with electronic function in mind; incorporating a


datajack and space for electronics. Some hackers enjoy building their decks into a
melee weapon as a show of status. Team mums enjoy building commlinks into the
weapons of tech-barbarians so they stop losing comms with the team.
The weapon incorporates a datajack and can have a commlink/deck/RCC built into it
chosen at purchase. In combat you can target a data connection port and make a
melee attack with a called shot at -6 to connect your contactlink to it. The fact
there's a device built in is obvious to observers. The inbuilt device can be
swapped with an intelligence + hardware extended test (Threshold 3, 30 minutes).
Otherwise it can operate wirelessly with the user's own commlink/deck/RCC. It also
has wireless capability.
Acc Reach DV AP Charges Size Avail Cost
+1 +100 + device

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.

Greasy Pete’s Guns | 55


An ICE-Pick requires that the device built into it (Whether commlink, deck or RCC)
have a data processing of its rating to maximize its benefits. Otherwise its
effective rating is capped to the data processing of the device. If the connected
device is running a decryption program the ICE-Pick also benefits from it; but
isn't counted towards the rating cap or the data processing cap.
Acc Reach DV AP Charges Size Avail Cost
6 + Rating x 2 + Rating x
3000

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

MAD Sensor Immune:


The weapon cannot be detected by MAD sensors. Incompatible with Contact Link and
Wreathed.
Acc Reach DV AP Charges Size Avail Cost
+4 +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

Greasy Pete’s Guns | 56


missed. When someone attempts to track you down or profile you via this weapon it
adds +1 to their pool.
Acc Reach DV AP Charges Size Avail Cost
+1 -1 +1F +3000

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

Greasy Pete’s Guns | 57


Bludgeons (Clubs)
Batons, Environmental Objects, Flails, Hammers , Maces, Picks, Staves,

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

Deadly: The sheer damage the weapon causes is a thing to behold.


Acc Reach DV AP Charges Size Avail Cost
+1 +2 +4 +250

Flexible: Utilizing a chain in its construction; whether as a connection between


two parts or as the bulk of the weapon. The bludgeon becomes unpredictable and
easy to slip around the enemy's guard.
Incompatible with Sporting. When attacking the weapon applies a -2 to the target's
defence pool.

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.

Greasy Pete’s Guns | 58


With a two handed weapon the damage code is instead 12P at AP -6. The weapon has 1
charge, or 4 charges with a polearm or two handed weapon. On hit the noise is
similar to a shotgun shell going off. Charges cost 30 nuyen each and one can be
reloaded with each simple action spent.
Acc Reach DV AP Charges Size Avail Cost
+3R +1000

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

Returning: Incorporating a retracting tether ensures these weapons always come


back; regardless of how inaccurate the wielder is.
The weapon incorporates a tightly woven motorized kevlar tether. The tether has a
max length of 30 meters. Throwing attacks cannot extend past this distance. The
tether can be retracted as a simple action to bring the weapon flying back to the
wielder's hand. The tether has structure 8 and armour 6.
Acc Reach DV AP Charges Size Avail Cost
+1 +500

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

Greasy Pete’s Guns | 59


+0 +100

Stick: As uninteresting as it sounds these are just as viable bludgeons. Thinner


and lighter; they're wielded with precision and speed compared to their hard-
headed siblings.
Acc Reach DV AP Charges Size Avail Cost
+1 +1 -1 +0 +150

Throwing: The weapon is balanced to be thrown properly. Nothing too fancy.


Incompatible with Flexible and Sporting. The weapon is balanced for throwing and
can be used with the same stat profile to make a throwing weapons attack.

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

Greasy Pete’s Guns | 60


Sample Bludgeons
Compliance Tool: An updated shock baton. Same basic functionality; but it's
capable of adjusting length mid strike or extending to a staff to keep enemies at
bay. Not a lot to say; does the job and looks good doing it.
Acc Reach DV AP Charges Size Avail Cost
7 4 (STR+1)P 0 10 +10 11 1950
Parts: Collapsible, Polearm, Stick, Wreathed (Shock)

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,

Greasy Pete’s Guns | 61


Machinery (Exotic Weapon: Machinery)
Arc Cutters, Drills, Pneumatic Jaws, Saws, Stake Drivers

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.

Machinery weapons are two handed and require a strength of 6 to weaponize


effectively. If the wielder’s strength is less than 6 all attacks with a machinery
weapon are at accuracy 2, regardless of the weapon's accuracy.

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.

Greasy Pete’s Guns | 62


The weapon is a one handed tool that can be attached via a specialized harness and
rig. It only has a strength requirement of 4 to wield effectively. The harness is
built into the weapon and cannot be separated. It requires 2 complex actions to
put on the harness. It may be equipped over armour and is obvious to everyone. As
long as the harness is equipped the hand it's in cannot be used for anything other
than weapon attacks.
When out of charges and being used as a bludgeon it isn't considered to have the
two handed part.
AP Modifier doesn't apply to weapons with the Energy Point part.
Acc Reach DV AP Charges Size Avail Cost
-2 +2 -4 +0 +0

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

Greasy Pete’s Guns | 63


Weaponized: There's a variety of guards; failsafes and similar in place to prevent
you from accidentally using machinery on yourself or someone else. We can fix that
with some solder and screwdriver.
Glitches when using this weapon for attacks or as a tool occur on one less dice
than usual.
Acc Reach DV AP Charges Size Avail Cost
+2 +0 +1000

Greasy Pete’s Guns | 64


Sample Machinery
Chainblade: A creative reinterpretation of the Ash Arms Monofilament chainsaw;
it's not hard to turn one of them into this. The weapon has a heavy matrix
presence from all the garage mechanics posting trids of their personalized
chainblades. Some of them don't even end in spectacular failure.
Acc Reach DV AP Charges Size Avail Cost
6 2 10P -6 30 +6 15R 9250
Parts: Accurate, Exo-Tool, Immortal, Rotating Blade, Weaponized

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

Greasy Pete’s Guns | 65


Sharps (Blades)
Sharps (Blades): Axes, Daggers, Halberds, Spears, Swords,

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

Dagger: A much smaller package for easier concealment.


Incompatible with Deadly, Polearm, Two Handed.
Acc Reach DV AP Charges Size Avail Cost
-1 -1 -4 -3 +0

Deadly: The sheer damage the weapon causes is a thing to behold.


Acc Reach DV AP Charges Size Avail Cost
+1 +2 +4 +250

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

Injection (Secondary): Consists of an altered bladepoint and incorporating a


chamber with several pressured interchangeable vials. This horrific part is used
to inject chemicals into your unfortunate victim.
The weapon has 2 charges, or 4 with the polearm or two handed part. On dealing
physical damage the wielder can choose to use a free action to also expose the
target to a toxin or chemical loaded into a charge. Charges can be selected as a
free action and one can be loaded/unloaded as a simple action. The charges are
shatterproof and stabilising vials; reusable but costing 60 nuyen each.Toxins can
last indefinitely while in one. Chemical/toxin must have the injection vector and
is purchased separately. Preparing/filling a vial requires an Intelligence +
Chemistry (Threshold 2, 10 minutes) extended roll. The Injection part is obvious
to anyone inspecting the weapon.
Acc Reach DV AP Charges Size Avail Cost
2/4 +2 +800

Piercing:

Greasy Pete’s Guns | 66


Can be taken twice
Acc Reach DV AP Charges Size Avail Cost
-2 +2 +200

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

Projectile Blade (Secondary): The weapon incorporates a spring loaded blade;


allowing it to be fired as a surprise attack. With most weapons it's the blade
itself. In larger weapons it's either some sort of built in dart launcher or
incorporated into the pommel in order to end them rightly.
The weapon has a blade that can be fired as a projectile expending a charge.
Consider this an agility + throwing attack made by the wielder dealing 8P at -1 AP
using taser ranges. If the attack deals physical damage the blade is stuck in the
target. Any opponent attacked by this that is unaware of the weapon’s nature is at
a -3 to their defense pool against it. Extra blades cost 200 nuyen each. One
charge can be reloaded as a simple action. Weapons without Two Handed part can't
be used as a melee weapon until the charge is reloaded. Weapons with the Two
Handed part can hold 2 charges.

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

Returning: Incorporating a retracting tether ensures these weapons always come


back; regardless of how inaccurate the wielder is.
The weapon incorporates a tightly woven motorized kevlar tether. The tether has a
max length of 30 meters. Throwing attacks cannot extend past this distance. The
tether can be retracted as a simple action to bring the weapon flying back to the
wielder's hand. The tether has structure 8 and armour 6.

Alternatively if the reel is attached to a throwing weapon stuck in an opponent


they can retract the weapon and pull the opponent as a complex action. If the
opponent has a higher Physical limit than the wielder the blade rips free snd
retracts, dealing 1P unresisted damage. If the opponent stuck with a throwing
weapon when the reel is retracted has an equal or lower physical limit they must
make an opposed strength + body roll to not be pulled closer to the wielder. If
the wielder wins the target is pulled 2m closer to the wielder per success scored.
If the target wins they do not move closer and may also opt to immediately tear
the throwing weapon out, suffering 1P damage unresisted.
Acc Reach DV AP Charges Size Avail Cost
+1 +500

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

Greasy Pete’s Guns | 67


-1 -4 +1 +500

Throwing: The weapon is balanced to be thrown properly. Nothing too fancy.


The weapon is balanced for throwing and can be used with the same stat profile to
make a throwing weapons attack. Weapons that deal physical damage to a target are
stuck in the target. 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 throwing weapon they suffer a -1 to all physical and combat rolls. This
penalty is not cumulative.

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

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Sample Sharps
Aka Oni Odachi: A highly prized heirloom of the Red Samurai. These Odachi are used
mostly in ritualistic executions of their targets. Given their treatment of swords
this is an extremely hot item. Both payment and delivery are done by dead drop;
faraday lined biofiber package not included in price.
Acc Reach DV AP Charges Size Avail Cost
7 2 (STR+4)P -5 - +8 17F 5800
Parts: Accurate x 2, Milspec, Puncturing x 2, Two Handed,

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,

Mk 9 Feldspaten: A shovel. No beauty, elegance, honor or any of that flowery elf


lover stuff in it. Titanium construction, balanced to an exacting degree and
designed to double as an axe, halberd or short spear. The most practical melee
weapon you'll ever wield; it makes this old soldier tear up.
Acc Reach DV AP Charges Size Avail Cost
6 3 (STR+2)P 0 - +10 12 2400
Parts: Collapsible, Immortal, Polearm, Utility (Digging, Sawing, Artisan Toolkit)

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,

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Wild (Unarmed)
Bladed Bracers, Brass Knuckles, Dragon Claws, Katars, Sap Gloves, Shitkicking Boots

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

Concealed Functionality: A weapon for the professionals; either so beautiful or


innocuous that you can't really tell it's a deadly weapon.
Even when equipped the weapon doesn't appear to be a weapon. However this will
probably change after it's used or spits fire. To determine the weapon is indeed a
weapon before its usage requires an intuition + Perception or an Intuition +
Armourer roll at Threshold 4.
Acc Reach DV AP Charges Size Avail Cost

+2 +600

Deadly: The sheer damage the weapon causes is a thing to behold.


Acc Reach DV AP Charges Size Avail Cost

+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

Phys Limit +3 +600

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

Greasy Pete’s Guns | 70


weapon. Doesn't affect charges on weapon; instead they function as regular guns in
terms of ammo/attacks/reloading. Guns cannot be modified in any way. Increase the
size of the weapon by +2.
If the weapon has the concealed functionality part the threshold to recognise it
as a weapon drops by 1 for the pistol and taser and 2 for the flamethrower and
shotgun.
If the weapon has the Worn part it can only be used in gloves/bracers. In spite of
it being built into a pair of gloves/bracers it still only has one gun.

Flamethrower (Uses Heavy Weapons skill and Chemical Launcher Rules)


Acc DV AP Mode RC Ammo Avail Cost

4 8P(fire) -6 SS 0 1(c) +5F +2500

Pistol (Uses Pistols skill)


Acc DV AP Mode RC Ammo Avail Cost

6 6P -1 SS 0 4(m) +4R +1000

Shotgun (Uses Longarms skill and Choke rules with Flechettes)


Acc DV AP Mode RC Ammo Avail Cost

4 9P -1 SS 0 1(m) +5R +1200

Taser (Uses Pistols skill)


Acc DV AP Mode RC Ammo Avail Cost

5 7S -5 SS 0 4(m) +4 +1000

Injection (Secondary): Consists of an altered bladepoint and incorporating a


chamber with several pressured interchangeable vials. This horrific part is used
to inject chemicals into your unfortunate victim.
Requires Penetrating. The weapon has 2 charges. On dealing physical damage the
wielder can choose to use a free action to also expose the target to a toxin or
chemical loaded into a charge. Charges can be selected as a free action and one
can be loaded/unloaded as a simple action. The charges are shatterproof and
stabilising vials; reusable but costing 60 nuyen each.Toxins can last indefinitely
while in one. Chemical/toxin must have the injection vector and is purchased
separately. Preparing/filling a vial requires an Intelligence + Chemistry
(Threshold 2, 10 minutes) extended roll. The Injection part is obvious to anyone
inspecting the weapon.
Acc Reach DV AP Charges Size Avail Cost

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

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Shock (Secondary): An electrical discharge function is built into the weapon. All
the better to zap your opponents into a coma.
Before making an attack you can choose to use the shock secondary fire. This
expends one charge on a hit. On hit the weapon's damage becomes 9S Electrical and
the AP becomes -5. By also changing the availability to forbidden the shock can
deliver a lethal charge instead. In this case on hit the weapon's damage becomes
7P Electrical and the AP becomes -5.
Acc Reach DV AP Charges Size Avail Cost

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

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Sample Wild Weapons
Dragon's Maw: A massive razor fingered gauntlet, capable of flaming and flensing.
While not suitable for mundane tasks it can make you popular at a BBQ.
Acc Reach DV AP Charges Size Avail Cost

5 0 (STR+2)P -2 - -2 13F 3150


Parts: Deadly, Handgun (Flamethrower), Penetrating,

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

Nightshade Slipblade: Existed as a set of fashion-bracers before they decided to


turn it into a self-defence tool. Like the purses of old it has everything a
fashionista needs in it: Commlink to keep track of the trends, makeup kit for
keeping yourself presentable and a blade to deter abhorrent admirers.
Acc Reach DV AP Charges Size Avail Cost

Phys Limit 0 (STR+1)P 0 - +2 12 7700


Parts: Concealed Functionality, Contact Link (Transys Avalon), Fluid, Utility
(Prying, Styling, Disguise Toolkit), 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,

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Greasy's Build-A-Bomb Workshop
An explosive creation system similar to the gun creation system. Everything starts
as a grenade; but once you get to parts you can customise it to act as a rocket,
missile or a mine among other delivery systems.

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.

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Payloads
What the grenade delivers at high speed throughout an area. This isn't always
lethal or a direct effect.

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

Greasy Pete’s Guns | 75


Flash +2 +80

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

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AOE (Area of Effect)
Determines the area of effect for the grenade.

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.

Blast, Fixed Large


Incompatible with any payload that deals non-elemental physical damage.
Damage AP AOE Availability Cost
10m Radius +2 +20

Blast, Fixed Small


Incompatible with any payload that deals non-elemental physical damage.
Damage AP AOE Availability Cost
5m Radius +1 +10

Blast, Tapered Heavy


Incompatible with any payload that deals no damage. With damaging payloads deals
+4 damage. Concussive payload instead deals +5 damage and AP increases to -6.
Damage AP AOE Availability Cost
-4/m +2 +10

Blast, Tapered Light


Incompatible with any payload that deals no damage. Concussive payload deals +1
damage.
Damage AP AOE Availability Cost
-1/m +2 +30

Blast, Tapered Moderate


Incompatible with any payload that deals no damage. With physical damage payloads
deals +2 damage. Concussive payload instead deals +3 damage and AP increases to -
5.
Damage AP AOE Availability Cost
-2/m +2 +20

Direct Fire, Cone


Incompatible with Chemical payloads using aerosol. Can only be fired out of
grenade launchers or put in mines, not thrown. Treat the attack as a standard
ranged attack against everyone within a cone 10m long and 5m wide at the base.
Targets can dodge as normal.
Damage AP AOE Availability Cost
10m x 5m Cone +2 +30

Direct Fire, Line


Incompatible with Chemical payloads using aerosol. Can only be fired out of
grenade launchers or put in mines, not thrown. Treat the attack as a standard
ranged attack against everyone within a cone 15m long and 1m wide at the base.
Targets can dodge as normal.

Greasy Pete’s Guns | 77


Damage AP AOE Availability Cost
15m x 1m Line +1 +20

Direct Fire, Projectile


Incompatible with Chemical payloads. Can only be fired out of grenade launchers,
not thrown. Treat the attack as a standard ranged attack against a single target
using light pistol ranges.
Damage AP AOE Availability Cost
L.Pistol Projectile +0 +10

Greasy Pete’s Guns | 78


Explosive Parts
These parts can be used to spruce up the grenade. They might change function, add
utility or just pack in more explosives.

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,

Greasy Pete’s Guns | 79


Fixed AOE deal +2 damage within 2m of the impact. During blasts in a confined
space increase the base damage value by +1.
Damage AP AOE Availability Cost
+4 +150

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.

Damage AP AOE Availability Cost


+1 +100

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

Pipe Bomb Case:


Incompatible with any other part with the word 'Case' in its name and Direct Fire
AOEs. Damaging payloads deal 25% less damage. Pipe bombs can't be fired from a
grenade launcher. When throwing them short range is considered 0 - STR meters,
Medium up to STR x 3, Long STR x 5 and Extreme STR x8.
Damage AP AOE Availability Cost

Greasy Pete’s Guns | 80


-3F -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.

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Damage AP AOE Availability Cost
+1 +100

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Sample Explosives
Base Grenade
Damage AP Blast Availability Cost
- - - 2 20
Parts

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

Dispersal Round: 'These grenades should be used sparingly to disrupt crowd


formations, as well as tag suspects for further questioning.' Regardless of how
technical the manual's language is this grenade was built for one purpose: Break
the opposition's will. Blasting a combination of security tags and rubber ball
bearings it’s like the Barrens-born cousin of the paint grenade.
Damage AP Blast Availability Cost
10S -4 10m x 5m Cone 8R 150
Parts: Tagger

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.

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Damage AP Blast Availability Cost
10P (Fire) -6 10m x 5m Cone 14F 140
Parts

Foam Round: A riot control grenade, large single projectiles regardless of


softness still tended to cause major injuries. While short ranged these foam
grenades fire a chunk of semi-solid liquid that can incapacitate through force but
immediately deforms and disperses on hit. While still painful the chance of injury
is significantly lessened.
Damage AP Blast Availability Cost
10S -4 L.Pistol Projectile 4R 90
Parts

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,

Moondust Rocket: An Aztechnology explosive designed to counter the various


shifters Amazonia deployed during the war. The powdered silver explosive disrupts
their natural abilities as well causes them horrible burns.
Damage AP Blast Availability Cost
22P (f) +5 -1/m 18F 3300
Parts: Alternative Material (Silver), Rocket 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

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Parts: Alternative Material (Oak)

Weasel Grenade: What started as an attempt at weaponizing a designer's weasel ball


dog toy blossomed into this grenade. Capable of using the roller to discretely
deploy the shrapnel amidst hostile territory.
Damage AP Blast Availability Cost
18P (f) +5 -2/m 13F 290
Parts: Rollerball Case

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Greasy’s Shields

Modern shields are a towering and protective presence on the battlefield,


intricately linked with CQB in urban environments. As adepts, combat drugs and
cyberware make melee combat more relevant shields have become more widely used.
With advances in technology they are also becoming more viable as bullet
deterrents.

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.

Shield facing protects a 90 degree angle, this is easier to determine via a


battlemat or graph. Your shield defaults to always covering you from attacks from
the front unless stated otherwise on your turn or after a total defence action.
Anyone your size or smaller may use you as cover.

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

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action using a shield you are braced and hiding behind it, not exposing any parts
to be targeted with a called shot.

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.

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Base Shields
Name Structure Armor Accu Damage Strength Avail Cost
/Armour (Flat) Requirement
(Barrier)

Bunker 6/10 +5 5 (Str+1) 6 5R 3000


Shield S

Montagne 8/12 +6 5 (Str+2) 8 6R 5000


S

Riot 4/8 +4 5 (Str) S 4 4R 1500


shield

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.

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Shield Mods

Name Structure/ Armor Strength Avail Cost


Armour (Flat) Requirement
(Barrier)
Black Mirror +3R 1000
Combat +3R 1500
Electro chromatic +1 500
Extendable +1/+0 +3R 1000
Guardian +4R 2500
Lighter +3R 1000
Construction
Overcharged +1R 1500
Pavise +1/+0 +3R 1000
Powerhouse +3R 1500
Reinforced +0/+2 +1 +3R 2000

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.

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Electrochromatic: Express your creativity and distaste for the opposition!
Particularly irreverent LA runners have taken to selling ad space on their shield.

The shield can display electrochromatic designs and change them freely on the
shield.

Extendable: This shield is partially extendable, allowing it to be fully extended


and completely protect the user. Also sees use in prisons as a makeshift
barricade.

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.

Every mod with a charge pool increases that pool by 5.

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.

Powerhouse: This shield is built with a slew of offensive features, allowing it to


aggressively take ground in combat.

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.

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Reinforced: A simple modification, this gives the shield a ballistic and stab
proof cover as well as denser materials to make it capable of stopping more
attacks.

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