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Small Melee (Easily Hidden)

0¤ Improvised D3 Bottle, Shiv, Brick, Bone, ect.


Legal. But often confiscated
Weapon by security during ones stay.

20¤ STREET Legal. Illegal, but


Taser D2 Test Endurance or fall down.
not generally enforced.
35¤
Powertool D6 Breaks on a fumble.
Illegal. Illigal. Secops will
shoot on sight.
250¤
Nano Knife D4 Target tests Endurance or takes 1
damage for D6 rounds (cumulative).

300¤
Filament D6
Knife

600¤
Pneumatic D8 Ignores armor on a crit.
Glove

Large Melee

20¤ Machete D6

40¤
Chainsaw D6+1 ¼ to hit yourself on a miss. (Hard to Hide)

55¤ Goddamn Flail D8 When dealing 6+ damage


enemy armor is reduced
by one Tier.

75¤ Wire-wrapped D8 On a hit, run a current through it dealing D4


Baseball Bat damage to yourself and target.

200¤
Monosword D8

250¤ Steel Cutter D8 When dealing Max damage gets stuck for D3
Chainsword rounds, dealing damage automatically so long as
it's stuck. (hard to Hide)

450¤ Filament D10 Crits hit knocks target in air, giving


Zweihander all +2 when attacking that target
for 1 round. (Hard to Hide)

700¤ Ancient Blade D8 2x damage if you are first to strike in combat.


(Hard to Hide)

Brawling (Easily Hidden)


5¤ Knuckle Dusters D4

40¤ Logans D6 Dual Wielding does D8.

400¤ I_Know_Kung-Fu.exe D6 Downloaded into your Brain.

Thrown (Easily Hidden)

30¤ Throwing Knives D4 2 attacks per round


/3¤

25¤ Flashbang 0g Test Endurance or -4 to rolls for D4


rounds.

45¤ Hand Grenade D6g D3 targets.

60¤ Pulse Grenade D8g D3 targets. 2x damage vs vehicles,


turrets and mechs.

Pistol (Easily Hidden)

50¤ Revolver D8
/5¤

60¤
/6¤ 9mm D6a

80¤/8¤ Laz-pistol D4 silent

100¤/10¤ Smartgun D6a Tiny. D10a with smartjack

SMG

150¤ Small SMG D6a Only Autofires. Can be dual Wielded.


/15¤

300¤/ Shock Disruptor D?a D12 at Next to, D8 at close, D6


30¤ Nearby, D4 far, 0 Distant.

400¤ Nailgun D8a Only Autofires.


/40¤

10k¤/n/a Laser Turret D12a Requires a large power source.


(Impossible to Hide)

Blasts
170¤/ Crowd Control D6 D3 close targets.
17¤ Air Cannon

350¤/ Shotgun D8
35¤

500¤/ Incendiary D10 Target tests Dodge or (if flammable) catches


50¤ Shotgun fire for D6 the following round.

700¤/ Flamethrower D12 Hits D3 targets (Hard to Hide)


70¤

600¤/ Grenade Launcher D6 Hits D3 targets. Can be mounted on an


60¤ assault rifle. (Hard to Hide).

Rifles (Hard to Hide)

400¤/ Assault Rifle D8a


40¤

750¤/
75¤ Pulse Rifle D10a

1k¤/ Old School D12a Breaks down on a


100¤ Heavy damage roll 1, takes a
Machine short rest to fix.
Gun

1k¤/
100¤ Sniper Rifle 2D10 x3 critical. Add +4 attack and +2 damage
if aimed for two rounds.

5k¤/ Rocket D12 D4 targets. Ignore 2 armor. Fire once per


500¤ Launcher combat. Hits self at Next to.

2k¤/ Heavy Laser D12 +2 attack vs Vehicles, turrets or similar


200¤ Cannon targets.

-2 attack against people, bots, animals, ect.


Single-use booster Mods

Single-use boosters modify


a single shot with special
abilities. The attack deals
normal damage (unless noted) and
can be used with most modern firearms.

1. INFERNO 80¤
deals d3 extra damage
(d8 extra damage on crit).

2. ILL 50¤
Test Toughness DR14 or be unable to recover any
hit points until treated by pros or with Red-juice.

3. ARMOR-PIERCING 80¤ :
ignores d6 armor.

4. TAGINJECTOR 60¤
no damage but plants either a
tracker or a dose of any drug/poison.

5. KNOCKER 30¤ :
deals d2 damage, test
Toughness DR12 or be knocked out for d3 rounds.

6. E/PULSE 100¤ :
deals d6 extra damage against
tech targets or people with 2+ cybertech.

7. NANOTRIG 100
test Presence DR14 or temporarily
trigger a random Nano infestation.

8. FRAG 60¤
deals d4 damage to up to d3
targets within close proximity.

9. RICOCHET 50¤
bounces around corners and cover,
hits for d6 damage with a DR16 test.

10. HEATSEEKERS 120¤


−2DR when firing against targets
giving off body heat.

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