Sparda Arms Blue Rose
Type: Heavy Pistol
Skill: Handgun
Single Shot Damage: 3d6
Standard Magazine: 6 (Revolver)
ROF: 1
Hands Required: 1
Can be Concealed: No
Cost: 2,000eb
Alt. Fire Modes and Special Features: Can only fire 2 shots at a time, requiring a reload after 3
shots from a full cylinder. The bullets placed in the cylinder can be aligned in such a way that
there will be certain combinations of shots made from an attack roll. Ex: 1st shot- Basic round
and armor piercing round, 2nd shot- Incendiary round and expansive round, 3rd shot- Armor
piercing round and incendiary round. Only 1 attack roll is made for both shots and both shots
connect simultaneously doing 3d6 per shot, with reductions of SP from one shot not effecting the
other. Due to the large recoil, all shots are made with a -1 to hit. Not eligible for extended
magazine or drum magazine attachments.
C.O.G Phoenix Mk. 2
Type: Assault Rifle
Skill: Shoulder Arms
Single Shot Damage: 5d6
Standard Magazine: 25
ROF: 1
Hands Required: 2
Can be Concealed: No
Cost: 1,000eb
Alt. Fire Modes and Special Features: Autofire (4). Supressive Fire. Comes equipped with a
chainsaw bayonet (very heavy melee weapon; 4d6 damage, ROF:1, and ablates SP by 2 upon
dealing damage). Must use 2 arms to operate chainsaw bayonet regardless of Body stat. Not
eligible for bayonet mod or any underbarrel mods.
Drebin Munitions The Boss
Type: Exotic Heavy SMG
Skill: Handguns
Single Shot Damage: 3d6+1
Standard Magazine: 60
ROF: 1
Hands Required: 1
Can be Concealed: No
Cost: 5,000eb
Alt. Fire Modes and Special Features: Autofire (4). Supressive Fire. -2 to all attack rolls made
with this weapon unless the user has a Body of 7 or higher.
Goichi Blood Berry
Type: Exotic Heavy Melee Weapon
Skill: Melee Weapon
Damage: 3d6+1
ROF: 2
Hands Required: 1
Can be Concealed: Yes
Cost: 750eb
Alt. Fire Modes and Special Features: When not in use can be collapsed down to its
approximately 1’ long handle allowing for concealment. The Blood Berry runs off a battery that
lasts for a relatively short time if being used (for gameplay purposes, this is 8 swings of the
sword. If not being swung, the sword is “idling” and not using much battery). To regain a full
charge, the user must use an action to shake the hilt up and down vigorously.
Sarif Industries Typhoon Explosive System
Type: Borgware
Foundational Cyberware: Requires two cyberarms, takes up two option slots, and must be
paired
Install: Hospital
Humanity Loss: 14 (4d6)
Cost: 5,000eb
Description and Data: The Typhoon is a series of interlinked electromagnetic launchers
installed in the user's arms and connected to a processor at the base of the user's spine. The
system launches a number of spheres loaded with pentaerythritol tetranitrate microcharges which
then explode, sending small steel ball bearings out as lethal shrapnel in all directions around the
firer. For gameplay purposes, treat this as a shotgun shell blast (as found on page 174) except the
AOE is a 10 m/ yd X 10 m/ yd square centered on the user and the skill used is REF + Heavy
Weapons + 1d10. Only one full reload can be held in this weapon at a time. The weapon takes
approximately a minute to reload entirely and the ammunition costs 500eb per full reload.
Shinra Electric Company “Wallace”
Type: Borgware
Foundational Cyberware: Requires a cyberarm and takes up three option slots
Install: Hospital
Humanity Loss: 14 (4d6)
Cost: 1,000eb
Description and Data: Autofire (5). The Wallace is military grade cyberware that functions as
an assault rifle that can only be fired using the Autofire skill. It requires Body 6 and Grafted
Muscle and Bone Lace. The weapon fires assault rifle ammunition and holds 60 bullets in its
magazine and takes two actions to reload.