Weapon |
Conceal |
Reach |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Club |
5 |
1 |
(Str+1)M Stun |
1 |
2/6h |
10 |
1 |
6-C |
Clubs |
Extendable Baton |
9/5 |
1 |
(Str+1)M Stun |
1 |
3/24h |
25 |
1 |
6-C |
Clubs |
Mace, Normal |
4 |
1 |
(Str+3)M Stun |
2 |
5/48h |
150 |
2 |
5-C |
Clubs |
Mace, Spiked |
3 |
1 |
(Str+1)M |
2 |
5/48h |
150 |
2 |
4-C |
Clubs |
Rattan Stick |
5 |
1 |
(Str+1)M Stun |
0.2 |
2/6h |
10 |
1 |
8-C |
Clubs |
Sai |
6 |
— |
(Str+2)L Stun |
1 |
4/48h |
100 |
2 |
8-C |
Clubs |
Sap |
8 |
0 |
(Str+2)M Stun |
0 |
2/6h |
10 |
1 |
8-C |
Clubs |
Stun Baton |
4 |
1 |
6S Stun |
1 |
3/36h |
750 |
1 |
5-C |
Clubs |
Stun Baton, AZ-150 |
5 |
1 |
8S Stun |
1 |
3/36h |
1,500 |
2 |
5-C |
Clubs |
Tonfa * |
5 |
1 |
(Str+1)M Stun |
1 |
4/24h |
50 |
1 |
6P-C |
Clubs |
Club
Anything from a hickory “tire-knocker” to a baseball bat to a piece of 2 x 4 with a rusty nail.
Source: SR 3rd Edition, page 275 |
Extendable Baton
An extendable baton consists of either a hard shaft or flexible-coil shaft that telescopes out of a handle when flicked sharply. When collapsed, the baton is more easily concealed than a standard club. When extended, it has a Concealability of 5.
Source: Cannon Companion, page 10 |
Mace, Normal
A mace is essentially a club with a weighted mass, often studded or spiked, on the end. This inflicts stun damage.
Source: Cannon Companion, page 10 |
Mace, Spiked
Made to inflict physical damage due to it's mass, a spiked mace is intended to even penetrate armor.
Source: Cannon Companion, page 10 |
Rattan Stick
A lightweight club popular with martial artists, especially the fast-moving techniques of Filipino stick-fighting. Because the sticks weigh very little, treat these clubs as flechette ammunition for determining damage. Against unarmored opponents, a rattan stick inflicts (STR+1)S Stun damage, and against armored targets the damage is (STR+1)M Stun and the target uses his ballistic armor or double Impact for the Damage Resistance Test, whichever is higher.
Source: Cannon Companion, page 10 |
Sai
A three pronged defensive weapon that originated in Okinawa. While the sai can be used to inflict Stun damage, its primary function is to trap and hold an opponent's weapon, thereby disarming him. A sai adds 2 dice to any attempt to disarm an opponent wielding a firearm, or melee weapon with a Reach of 1 or less.
Source: Cannon Companion, page 10 |
Sap
A small, springy club, specially designed for concealability.
Source: Shadowrun 3ed Edition, page 275 |
Stun Baton
The standard riot-control weapon, this weighted stick delivers an electrical charge.
Source: Shadowrun 3rd Edition, page 275 |
Stun Baton, AZ-150
This high-energy stun baton was designed for use by security forces against orks, trolls, and other large opponents. Though it delivers a bigger jolt than the standard stun baton, it carries only enough charge for 12 uses. The baton can be recharged at a rate of 1 use per five minutes of recharging.
Source: Cannon Companion, page 10 |
Tonfa *
This is one of the traditional weapons of Karate (the others are the bo, eiku, kama, nunchaku, sai, tekko, and timbe and rochin). It consists of a truncheon with a handle protruding at 90 degrees near one end. It is often used in pairs. The Indonesian counterparts to the tonfa are the segu, which is used in Tapak Sutji Pentjak-Silat, and the kwai, which is used in Kuntao.
Game Notes: The tonfa is as often used for defense as offense. As such, the player gains a +1 to Impact Armor in the same manner as Forearm Guards, as the player can rapidly spin the tonfa along their forearm to block incoming blows.
This item is incompatible with Forearm Guards, if both are worn/used, just one bonus is useable.
You DO need Clubs skill in order to gain the armor bonus as well.
Source: +info gear custom melee tonfa |
Weapon |
Conceal |
Reach |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Ares Monosword |
3 |
1 |
(Str+3)M |
2 |
4/24h |
1,000 |
1 |
3-B |
Edged Weapons |
Boot Spurs * |
— |
0 |
(Str)L |
0.25 |
6/14d |
100 |
2 |
4-B |
Edged Weapons |
Cougar Fineblade, Long |
5 |
0 |
(Str+1)M |
0.75 |
8/72h |
1,500 |
3 |
8-A |
Edged Weapons |
Cougar Fineblade, Short |
8 |
0 |
(Str)M |
0.5 |
5/72h |
800 |
3 |
8-A |
Edged Weapons |
Folding Sword (Club Shape) * |
8/5 |
0/1 |
(STR)M Stun |
1 |
14/49 d |
3,000 |
5 |
6-B |
Clubs |
Folding Sword (Sword Shape) * |
8/5 |
1 |
(STR)M |
1 |
14/49d |
3,000 |
5 |
6-B |
Edged Weapons |
Forearm Snap Blades |
7 |
0 |
(Str)M |
1.5 |
4/48h |
850 |
2 |
4-B |
Edged Weapons |
Katana |
3 |
1 |
(Str+3)M |
1 |
4/28h |
1,000 |
2 |
5-B |
Edged Weapons |
Katar |
7 |
0 |
(Str+3)L |
0.75 |
5/72h |
800 |
2 |
6-A |
Edged Weapons |
Knife |
8 |
0 |
(Str)L |
0.5 |
2/4h |
30 |
0.75 |
8-A |
Edged Weapons |
Knife, Ceramic* |
8 |
0 |
(Str)L |
0.5 |
5/48h |
400 |
1.5 |
8-A |
Edged Weapons |
Kris |
7 |
0 |
(Str)M |
0.75 |
8/72h |
1,000 |
3 |
5-A |
Edged Weapons |
Laser Crescent Axe |
2 |
1 |
(Str)S |
5.2 |
6/48h |
3,500 |
0.5 |
3-B |
Edged Weapons |
Macuahuitl |
3 |
1 |
(Str+2)M |
1 |
18/7d |
3,000 |
2 |
3-B |
Edged Weapons |
Survival Knife |
6 |
0 |
(Str+2)L |
0.75 |
3/6h |
450 |
1 |
6-A |
Edged Weapons |
Switchblade Modification * |
+4 |
As Weapon |
As Weapon |
As Weapon |
+1/+12 h |
+100 |
As Weapon |
As Weapon |
Edged Weapons |
Sword |
4 |
1 |
(Str+2)M |
1 |
3/24h |
500 |
1 |
4-B |
Edged Weapons |
Tomahawk |
6 |
1 |
(Str)M |
0.5 |
4/48h |
200 |
1 |
5-A |
Edged Weapons |
Vibro-knife |
7 |
0 |
(Str)M |
1 |
5/72h |
1,000 |
2 |
6-A |
Edged Weapons |
Vibro-sword |
3 |
1 |
(Str)S |
2 |
5/72h |
2,000 |
2 |
3-B |
Edged Weapons |
Ares Monosword
In its never-ending quest to perfect new weapons technology, Ares introduced this weapon as a "modern version of an old classic". A basic, well-balanced broadsword, what makes the monosword unique is the superfine monofilament wire attached to the edges of the blade, making it extremely sharp and less likely to blunt. The monosword does not need regular sharpening.
Source: Cannon Companion, page 8 |
Boot Spurs *
Classic cowboy boot spurs, the non jingling stabby kind. They're a relic, though you can find them being made for some of the style conscious Samurai in the community.
Game Notes: Used the Edged Weapons Skill
Source: +info gear custom melee BootSpurs |
Cougar Fineblade, Long
Using state-of-the-art molecular binding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions. The long blade inflicts greater damage but is harder to conceal.
Source: Cannon Companion, page 8 |
Cougar Fineblade, Short
Using state-of-the-art molecular binding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions, the short-bladed version can give the attacker the advantage of surprise.
Source: Cannon Companion, page 8 |
Folding Sword (Club Shape) *
Now THIS little number is really nifty. I call it a Folding Sword. I didn't come up with it; I saw it in action against a Ares suit we were being hired to protect. A flick of the wrist and the assassin suddenly had a cane in his hand; a touch of a button, and that cane turned into a meter-long blade. Too nice. I managed to get a hold of it afterwards and did some dissection work. Turns out it's like one of those collapsible rods, just nested cylinders that extend and lock into a meter-long club. But, it's made of memory metal. Applying a slight electrical current makes the cylinders go from a ring shape to a diamond wedge shape, and voila! Instant meter-long blade. It's not as strong as a regular sword (it's hollow) and there's no hand guard, so it's not real helpful for defense. And here's the main problem: it's not available on the streets at all. How do you get one? Well, you can take it from someone who has it, or you can ask your J if he can hook you up. I figure it's pretty cheap for a megacorporation to make — probably a thousand nuyen in parts and labor — but they don't want everyone running around with a sword that comes out of nowhere. Don't ask your local street dealer for one, either: memory metal ain't something we see often, and it sure as hell ain't something I can work with even given my facilities. And no, you can't dikote it. The metal has to remain flexible in order for it to do its trick, and dikoting ruins it.
Game Notes: This item has -2 Dice for Full Defense, Counter Attack, or Disarm Tests. The folding sword requires a Free Action to fold or unfold, a Simple Action to switch from club to sword (or vice versa).
Source: +info gear custom melee foldsword |
Folding Sword (Sword Shape) *
See Folding Sword (Club Shape)
Source: +info gear custom melee foldsword |
Forearm Snap Blades
External cyberspurs, featuring three blades mounted in a forearm sheath that are extendable and retractable with muscle-movement commands.
Source: Shadowrun 3rd Edition, page 275 |
Katana
The two-handed “samurai” sword favored by thosewith a taste for the romantic and old-fashioned
Source: Shadowrun 3rd Edition, page 275 |
Katar
Also known as a punch dagger or Bindi dagger, the handle of this East Indian weapon is shaped like the letter H, which creates protective guards extending along both sides of the forearm. A wide-based triangular blade protrudes from a bar across one end of the H. Modern versions of punch daggers feature a short, perpendicular grip, with the blade protruding from between the fingers. This weapon is designed to allow a well-placed strike and a forceful twist.
Source: Cannon Companion, page 8 |
Knife
A basic, all-purpose street cutter.
Source: Shadowrung 3rd Edition, page 275 |
Knife, Ceramic*
While a ceramic knife doesn't have the advantage of molecular binding and edging technology, vibrations, or any fancy gadgets built in, what it does have is the benefit of being made completely of ceramics, meaning that it can slip past any MAD without so much as a peep.
Source: Custom Denver MUSH |
Kris
A wavy bladed knife from Indonesia, the kris is widely believed to be spiritually in tune with its owner, and many enchanters have found this to be true.
Source: Cannon Companion, page 8 |
Laser Crescent Axe
Centurion Industries designed this weapon for use against Awakened creatures, featuring a lightweight crescent-shaped axehead to prevent snagging and a pair of wielding lasers mounted on either side of the blade. The lasers, attached perpendicular to the handle, focus their beams just past the blade's edge, matching its crescent shape and improving the blade's efficiency. While the Centurion axe is smaller than its ancient cousin, enabling a person to wield it with one hand, it maintains the traditional thumping chop common to a two-handed axe. However, the lasers are easily knocked out of alignment. Whenever the Centurion strikes an armored target, roll 2d6 and add the results. If the total is less than the target's Impact armor (or barrier) rating, the lasers have been knocked out of alignment. Until it is realigned, the axe will only inflict (STR)M damage. Realigning the axe requires 30 minutes and an Electronics B/R (4) Test. Laser axes have a battery life of 2 hours and require 1 hour to recharge.
Source: Cannon Companion, page 8 |
Macuahuitl
A traditional Aztec weapon popular in Aztlan, the maucauitl is a meter-long, wide-bladed ceremonial sword made of densiplast or oak. On opposite edges of the blade, sharpened slivers of obsidian provide the cutting edge. Though it looks jury-rigged and ineffective, the maucaitl is quite sharp and deadly. It can cut through flesh and clothing with relative ease; use the following rules for attacks against armored targets. Whenever the wielder strikes an armored opponent, roll 1d6. If the result is less than the target's Impact armor (or barrier) rating, the obsidian blades on one edge will break off, reducing the weapon's Power to (STR+1)M. If the blades on the remaining edge break off, the maucaitl then functions as a club, using that skill and damage.
Source: Cannon Companion, page 8 |
Survival Knife
Fine quality blade with a small compass, micro-lighter, night-glow stick and trauma patch in the handle.
Source: Shadowrun 3rd Edition, page 275 |
Switchblade Modification *
"Switchblade" is a modification added to a survival knife, knife, or Cougar Short Blade (currently, more may be added later) that loads the blade into a spring-loaded modified handle.
The statistics for such a knife remain unchanged, with the exception of increasing the Conceal statistic by 4. The weapon remains the same in all other ways.
On a Roll of Ones, the blade breaks off the handle.
Source: +info gear custom melee switchblade |
Sword
This refers to any of a variety of ceremonial styles and also covers some of the longer and more vicious knives.
Source: Shadowrun 3rd Edition, page 275 |
Tomahawk
This hand axe has become popular in the Native American Nations, used by many who consider it a symbol of their cultural heritage. The blade of an authentic tomahawk is still chiseled from stone.
Source: Cannon Companion, page 8 |
Vibro-knife
The serrated blades of this knife vibrate at more than 20 times a second, sawing as well as slicing their way through an object or person. This feature creates an audible humming when activated, preventing this weapon from being used for stealth attacks. Each vibroblade has a battery life of 2 hours, and takes 1 hour to recharge. Extra batteries can be purchased for 25 nuyen each. The weapon can be activated manually, or set to activate when the wielder grips the handle.
Source: Cannon Companion, page 8 |
Vibro-sword
The serrated blades of this sword vibrate at more than 20 times a second, sawing as well as slicing their way through an object or person. This feature creates an audible humming when activated, preventing this weapon from being used for stealth attacks. Each vibroblade has a battery life of 2 hours, and takes 1 hour to recharge. Extra batteries can be purchased for 25 nuyen each. The weapon can be activated manually, or set to activate when the wielder grips the handle.
Source: Cannon Companion, page 8 |
Weapon |
Reach |
Damage |
Skill |
Baseball Bat |
1 |
(Str+1)M Stun |
Clubs |
Bottle, broken |
0 |
(Str)L |
Edged Weapons |
Bottle, unbroken |
0 |
(Str)L |
Clubs |
Chain |
1 |
(Str+2)M Stun |
Whips |
Chainsaw |
1 |
(Str+2)S |
Chainsaw (linked to Str) |
Chair |
1 |
(Str+2)M Stun |
Clubs |
Fork or Utensils |
0 |
(Str-1)L |
Edged Weapons |
Frying Pan |
1 |
(Str+1)M Stun |
Clubs |
Metahuman Body |
1 |
(Body+2)M Stun |
Unarmed Combat; Str Min=Body |
Pistol |
0 |
(Str+1)M Stun |
Clubs |
Pool Cue |
1 |
(Str+2)L Stun |
Clubs |
Potted Plant |
0 |
(Str+1)M Stun |
Clubs |
Rifle Butt |
1 |
(Str+2)M Stun |
Club |
Steel Pipe |
1 |
(Str+2)M Stun |
Clubs |
Baseball Bat
The well-known and all liked baseball bat, usually used to drive a ball in one of North America's more favorite games.
Source: Cannon Companion, page 11 |
Bottle, broken
A broken bottle. Frayed edges of glass can cut you nicely.
Source: Cannon Companion, page 11 |
Bottle, unbroken
A unbroken bottle. Hurts to get hit and the damn thing will break into pieces too… Ouch.
Source: Cannon Companion, page 11 |
Chain
Links of metal stringed together into a flexible string of metal hurt. A chain.
Source: Cannon Companion, page 11 |
Chainsaw
Usually you cut wood with this…
Source: Cannon Companion, page 11 |
Chair
A sitting implement used in a way it was not meant to be used.
Source: Cannon Companion, page 11 |
Fork or Utensils
Forks and other pointy or sharp utensils can certainly also hurt
Source: Cannon Companion, page 11 |
Frying Pan
Usually used to fry food. But then there is hardly a slapstick that does not demonstrate the value of a pan in a pinch.
Source: Cannon Companion, page 11 |
Metahuman Body
Okay… a dead body or even a living one, can also be used to slap it around. I hope you only do this if there is really nothing else to use.
Game notes: "Weapon" and target both take damage based on the Body of the other.
Source: Cannon Companion, page 11 |
Pistol
Usually you shoot with these things… but then there is times when the ammo is out and you have to still fight. Maybe slapping a lump of metal into your enemies face hurts more than just using your fist.
Source: Cannon Companion, page 11 |
Pool Cue
Usually you play this game with balls on a table with this. But hey… it's a wooden stick. You can use it to hit someone.
Source: Cannon Companion, page 11 |
Potted Plant
A pot with a plant in it. Not really very reusable, but it certainly hurts the guy you hit.
Source: Cannon Companion, page 11 |
Rifle Butt
As with pistols… better hit the enemy with your gun if there is no other way to fight.
Source: Cannon Companion, page 11 |
Steel Pipe
A real street classic. After all you can always lay your hands on a piece of pipe.
Source: Cannon Companion, page 11 |
Weapon |
Conceal |
Reach |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Bayonet (on rifle) |
5 |
2 |
(Str+2)M |
0.75 |
4/24h |
50 |
1 |
6-A |
Polearms |
Bo Staff |
2 |
2 |
(Str+2)M |
0.75 |
4/24h |
50 |
1 |
6-A |
Polearms |
Claymore |
— |
2 |
(Str+1)S |
6 |
4/48h |
1,000 |
2 |
3-B |
Polearms |
Combat Axe |
2 |
2 |
(Str)S |
2 |
3/24h |
750 |
2 |
3-B |
Polearms |
Combat Axe, Thrusting Point |
12 |
0 |
(Str+2)L |
— |
— |
— |
— |
— |
Edged Weapons |
Harpoon |
2 |
2 |
(Str+2)M |
4 |
4/48h |
500 |
2 |
4-C |
Polearms |
Javelin |
3 |
2 |
(Str+2)L |
2 |
4/48h |
100 |
2 |
6-C |
Polearms |
No-Dachi |
— |
2 |
(Str+1)S |
5 |
8/72h |
3,000 |
3 |
4-B |
Polearms |
Pole Arm |
2 |
2 |
(Str+3)S |
4 |
4/48h |
500 |
2 |
3-B |
Polearms |
Spear |
2 |
2 |
(Str+4)L |
2 |
4/48h |
200 |
2 |
4-C |
Polearms |
Staff |
2 |
2 |
(Str+1)M Stun |
2 |
3/24h |
50 |
1 |
8-C |
Polearms |
Telescoping Staff |
5/2 |
2 |
(Str+2)M Stun |
3 |
4/48h |
100 |
1 |
8-C |
Polearms |
Bayonet (on rifle)
A bayonet is a long knife designed to be attached under the barrel of a rifle-sized weapon. When wielded in melee combat from the end of the weapon, in similar fashion to a spear, use the Pole Arms skill and the weapon stats in the table. The bayonet can also be detached and wielded as a standard knife using the Edged Weapons skill
Additional Info: See Firearm Accessories
Source: Cannon Companion, page 33, 115 |
Bo Staff
The bo staff is a hard, straight piece of wood, plastic, or metal approximately two meters long. This is a two-handed weapon.
Source: Cannon Companion, page 10 |
Claymore
This Scottish two-handed sword has tremendous reach, but is also massively heavy. Trolls love to wield this weapon as an intimidating reminder of how small the rest of the world is in comparison. Strength Minimum of 4.
Source: Cannon Companion, page 10 |
Combat Axe
A tungsten alloy axe with a spring-loaded thrusting point concealed in the handle.
Source: Shadowrun 3rd Edition, page 275 |
Combat Axe, Thrusting Point
The hidden point of the Combat Axe
Source: Shadowrun 3rd Edition, page 275 |
Harpoon
A harpoon is a metal- or plastic-shafted spear with a barbed head used by divers for spearfishing and hunting large sea creatures. This is a two-handed weapon.
Source: Cannon Companion, page 10 |
Javelin
An ancient throwing weapon, the javelin is a narrow, well-balanced spear with an extremely sharp tip. When used in conjunction with a spear thrower, the extra leverage increases the Strength of the wielder's attack by 1.
Source: Cannon Companion, page 10 |
No-Dachi
A two-handed Japanese sword that is similar to a katana, but with a much larger curved blade. Minimum Strength of 3.
Source: Cannon Companion, page 10 |
Pole Arm
A spear-like weapon, usually featuring an axe-head or other blade. Uncommon on the streets.
Source: Shadowrun 3rd Edition, page 275 |
Spear
Like all pole arms, the spear is virtually impossible to conceal and so is rarely seen in the sprawl. It is, however, an inexpensive and highly effective melee weapon.
Source: Cannon Companion, page 10 |
Staff
A large, heavy stick, popular with magicians for that traditional look.
Source: Shadowrun 3rd Edition, page 275 |
Telescoping Staff
When collapsed, this weapon is the size of a standard club. A quick spin telescopes sturdy staffs from each end, tripling its length. Like the extendable baton, this weapon is more easily concealed when it closed than a standard staff.
Source: Cannon Companion, page 10 |
Weapon |
Conceal |
Reach |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Electrowhip * |
8 |
2 |
8S* |
1 |
14/14d |
2,000 |
3 |
2-C |
Whips |
Kusarigama |
8 |
2 |
(Str+1)M |
1 |
6/48h |
200 |
2 |
5-C |
Whips |
Manriki-Gusari |
10 |
2 |
(Str+2)L Stun |
1 |
6/48h |
150 |
2 |
5-C |
Whips |
Monofilament Whip |
10 |
2 |
10S |
0 |
24/14d |
3,000 |
3 |
1-K |
Whips |
Morning Star |
4 |
2 |
(Str+2)M |
2 |
5/48h |
250 |
2 |
4-C |
Whips |
Nunchaku |
7 |
1 |
(Str+1)M Stun |
0.75 |
4/48h |
100 |
1 |
8-C |
Whips |
Three Section Staff |
4 |
2 |
(Str+2)M Stun |
2 |
5/72h |
200 |
2 |
8-C |
Whips |
Whip |
5 |
2 |
(STR)L |
1 |
4/48h |
300 |
2 |
10-C |
Whips |
Electrowhip *
The Electrowhip is a long, thin length of woven carbon fibre tubing extending from a one-handed cylindrical grip. The grip contains a high capacity power cell good for 10 charges. They cost 25 nuyen each, are always available, and are legal. When a target is struck with the whip, minute conductive fibers protruding from the whip induce an electric shock into the target, causing muscle convulsions and temporary paralysis like a stungun.
This weapon follows the rules for Shock Weapons as per a Stun Baton (See shock weapons, SR3 p 124)
This weapon follows the same rules for a monofilament whip (SR3, p 275) for risks of hitting ones self with the weapon.
It is advised not to use this weapon in the rain or aquatic environments.
Source: Shadowrun Denver Custom Item, +info gear custom melee electrowhip |
Kusarigama
Made famous by ninja flicks cranked out assembly-line style, the kusarigama consists of a sickle attached to a long length of chain ending in a weighted ball. The chain is used to entangle or strangle an opponent, while the ball and sickle provide pummeling and slicing attacks, respectively. The kusarigama can be use to snare an opponent in the same manner as a whip. This is a two-handed weapon.
Source: Cannon Companion, page 11 |
Manriki-Gusari
The manriki-gusari is a long chain with a heavy spherical weight on each end. It is equally effective for trapping, strangling and bludgeoning an opponent. The manriki-gusari can ensnare a foe in the same way as a whip, and may inflict damage during the entanglement attack. This is a two-handed weapon.
Source: Cannon Companion, page 11 |
Monofilament Whip
An uncommon and feared weapon on the streets of 2060. Though not truly monomolecular, the monofilament whip can inflict significant damage. It consists of a short haft that holds the monofilament line when not in use. The line can extend out to two meters, which gives it +2 Reach. The whip action, the presence of a weighted tip and the danger posed by the monofilament line all make wielding this weapon difficult, at best. If an attack misses solely because the target’s Combat Pool dice successes exceed the attacker’s successes (a possibility only if using the optional Full Defense rule; see Combat, p. 123), or if the attacker rolls more 1s than successes, the attacker risks being hit by the whip. When this occurs, make a separate Whip Test against a Target Number 6. If the test yields no successes, the whip strikes the attacker. The attacker must then make a Damage Resistance Test (Body dice plus Combat Pool dice) against the weapon’s standard Damage Code of 10S. Impact armor protects against the monofilament whip, but its rating is halved (round down). Barrier Ratings are doubled against a monowhip.
Source: Shadowrun 3rd Edition, page 275 |
Morning Star
The morning star is a spiked or studded ball attached to a shaft by a length of chain. The momentum created by the chain allows this whip-style weapon to inflict Physical damage. This brutal weapon was popular in the Middle Ages and remains so with the barbaric at heart. The weapon can also be used to entangle an opponent in the same manner as a whip.
Source: Cannon Companion, page 11 |
Nunchaku
A weapon developed in Okinawa from a rice thresher, nunchaku are composed of two short lengths of wood or metal, connected by chains or ropes.
Source: Cannon Companion, page 11 |
Three Section Staff
A larger version of the nunchaku, this two-handed weapon is made up of three lengths of wood or metal, connected in line by chains or ropes.
Source: Cannon Companion, page 11 |
Whip
Standard bull-whip with a weighted metal tip. Against armored targets, damage from bullwhips is reduced by twice the Impact Armor Rating. Whips can be used to snare an opponent instead of doing damage — each net success on the Attack Test provides one die. These dice are then used for an Open Test. The highest number rolled is the target number for the victim’s Strength Success Test to free himself from entanglement (which takes a Complex Action).
Source: Shadowrun 3rd Edition, page 275 |
Weapon |
Conceal |
Reach |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Bone Lacing, Aluminium |
— |
0 |
(Str+3)M Stun |
10 |
5/14d |
25,000 |
1.5 |
6P-Q |
Unarmed |
Bone Lacing, Aluminium (physical) |
— |
0 |
((Str+3)/2)M |
10 |
5/14d |
25,000 |
1.5 |
6P-Q |
Unarmed |
Bone Lacing, Ceramic |
— |
0 |
(Str+3)M Stun |
15 |
6/21d |
40,000 |
2 |
6P-Q |
Unarmed |
Bone Lacing, Ceramic (physical) |
— |
0 |
((Str+3)/2)M |
15 |
6/21d |
40,000 |
2 |
6P-Q |
Unarmed |
Bone Lacing, Plastic |
— |
0 |
(Str+2)M Stun |
5 |
6/21d |
7,500 |
1.5 |
6P-N |
Unarmed |
Bone Lacing, Plastic (physical) |
— |
0 |
((Str+2)/2)M |
5 |
6/21d |
7,500 |
1.5 |
6P-N |
Unarmed |
Bone Lacing, Titanium |
— |
0 |
(Str+4)M Stun |
15 |
5/14d |
75,000 |
2.25 |
6-R |
Unarmed |
Bone Lacing, Titanium (physical) |
— |
0 |
((Str+4)/2)M |
15 |
5/14d |
75,000 |
2.25 |
6-R |
Unarmed |
Brass Knuckles* |
8 |
0 |
(Str+1)M Stun |
0.5 |
2/24h |
400 |
0.75 |
4-C |
Unarmed Combat |
Hardliner Gloves |
9 |
0 |
(Str+1)M Stun |
0.5 |
2/24h |
300 |
0.75 |
8-C |
Unarmed |
Shock Gloves |
9 |
0 |
7S Stun |
0.5 |
5/48h |
950 |
2 |
5-B |
Unarmed |
Steel Toed Boots * |
4 |
0 |
(Str+1/2)M Stun |
2 |
2/24h |
120 |
0.75 |
6-C |
Unarmed |
Unarmed |
— |
0 |
(Str)M Stun |
— |
— |
— |
— |
— |
Unarmed |
Bone Lacing, Aluminium
Unarmed combat values for Bone Lacing (Aluminium)
Source: Shadowrun 3rd Edition, page 302 |
Bone Lacing, Aluminium (physical)
Unarmed combat values for Bone Lacing (Aluminium)
Source: Shadowrun 3rd Edition, page 302 |
Bone Lacing, Ceramic
Unarmed combat values for Bone Lacing, Ceramic.
Source: Man&Machine, page 27 |
Bone Lacing, Ceramic (physical)
Unarmed combat values for Bone Lacing, Ceramic.
Source: Man&Machine, page 27 |
Bone Lacing, Plastic
Unarmed combat values for Bone Lacing (Plastic)
Source: Shadowrun 3rd ed., page 302 |
Bone Lacing, Plastic (physical)
Unarmed combat values for Bone Lacing (Plastic)
Source: Shadowrun 3rd ed., page 302 |
Bone Lacing, Titanium
Unarmed combat values for Bone Lacing (Titanium)
Source: Shadowrun 3rd ed., page 302 |
Bone Lacing, Titanium (physical)
Unarmed combat values for Bone Lacing (Titanium)
Source: Shadowrun 3rd ed., page 302 |
Brass Knuckles*
When you want to give your punches that extra impact without the need to carry around full gloves, there's always the classic brass knuckles. Typically brass in color, but for an extra 300 nuyen, you can get them finished in whatever color you like and engraved with whatever design you can dream of.
Source: Custom Denver MUSH |
Hardliner Gloves
To accompany the Sleeping Tiger line, Vashon Island produces an array of stylish leather gloves that discreetly provide a little extra punch when the chips are down. Each glove contains a thin layer of densiplast set into the knuckles and along the edge of the hand, essentially making the gloves an effective set of knuckle-dusters. A character using these to attack uses the Unarmed Combat skill
Source: Cannon Companion, page 49 |
Shock Gloves
Insulated plas-fabric gloves with a wire-mesh covering. When triggered by impact, mounted capacitors discharge an electric current. When striking with shock gloves, fist damage is reduced to (STR –1)M, but the gloves deliver an extra 7S Stun. Can be discharged 8 times before requiring a 1-hour recharge.
Source: Shadowrun 3rd Edition, page 275 |
Steel Toed Boots *
You got it, heavy duty steel toed boots, the street brawler's favorite. These are synthleather boots that have heavy metal plates in the toe and heel, offering a (Str+1)M Stun base damage, and (Str+2)M Stun to kicking (Combat Maneuver) attacks.
Game Notes: These are not 'steel capped work boots', and are much heavier, gangers often decorate the visible steel sheathing with studs and chrome paint. As much a fashion statement as they are a weapon. Unfortunately, as the boots are not entirely composed of steel, this item CAN NOT be dikoted.
Source: Shadowrun Denver Custom Weapon, +info gear cust melee steeltoes |
Unarmed
Well, fighting without weapons. Just bare hands. Nothing special.
Source: Shadowrun 3rd Edition, page 275 |
Sidearms and Rifles
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
AK-97 |
3 |
38(c) |
SA/BF/FA |
8M |
4.5 |
3/26h |
700 |
2 |
2-G |
— |
Assault Rifles |
AK-98 |
2 |
38(c) |
SA/BF/FA |
8M |
6 |
8/4d |
2500 |
4 |
1-G |
— |
Assault Rifles |
AK-98, Grenade Launcher |
— |
8(m) |
SS |
as grenade |
— |
— |
— |
— |
1-K |
— |
Launch Weapons |
Ares Alpha |
2 |
42(c) |
SA/BF/FA |
8M |
5.25 |
8/48h |
2000 |
4 |
1-G |
2 |
Assault Rifles |
Ares Alpha, Grenade Launcher |
— |
8(m) |
SS |
as grenade |
— |
— |
— |
— |
1-K |
— |
Launch Weapons |
Ares HVAR |
2 |
50(c) |
SA/BF/FA |
6M |
5 |
14/7d |
3200 |
4 |
2-G |
3 |
Assault Rifles |
Ares Omega* |
— |
21(c) |
SA/BF |
10S |
8 |
12/14d |
5500 |
3 |
2-H |
4 |
Assault Rifles |
Ares Omega*, Grenade Launcher |
— |
8(m) |
SS |
as grenade |
— |
— |
— |
— |
— |
— |
Launch Weapons |
Cavalier Sabre * |
4 |
30(c) |
SA/BF/FA |
8M |
4.90 |
12/7d |
5000 |
3 |
1-G |
2 |
Assault Rifles |
Colt M22A2 |
3 |
50(c) |
SA/BF/FA |
8M |
4.75 |
4/3d |
1600 |
2 |
2-G |
1 |
Assault Rifles |
Colt M22A2, Grenade Launcher |
— |
8(m) |
SS |
as grenade |
— |
— |
— |
— |
1-K |
— |
Launch Weapons |
Colt M-23 |
3 |
40(c) |
SA/BF/FA |
8M |
4.5 |
6/36h |
950 |
2 |
2-G |
— |
Assault Rifles |
FN HAR |
2 |
35(c) |
SA/BF/FA |
8M |
4.5 |
4/48h |
1200 |
2 |
2-G |
2(3) |
Assault Rifles |
FN-MARS* |
— |
30(c) |
SA/BF |
9S |
6.5 |
8/4d |
4000 |
2 |
2-H |
— |
Assault Rifles |
HK G12A3z |
2 |
32(c) |
SA/BF/FA |
8M |
5.25 |
8/4d |
2200 |
3 |
2-G |
2(3) |
Assault Rifles |
HK G38 Assault Rifle |
2 |
30(c) |
SA/BF/FA |
8M |
3.25 |
12/7d |
4000 |
3 |
2-G |
2 |
Assault Rifles |
HK G38 Carbine Rifle |
2 |
30(c) |
SA/BF |
7S |
3 |
12/7d |
4000 |
3 |
3-F |
2 |
Rifles |
HK G38 LMG |
— |
30(c) |
BF/FA |
8M |
4 |
12/7d |
4000 |
3 |
3-G |
2 |
Heavy Weapons |
HK G38-Drum Accessory |
-2 |
100(c) |
— |
— |
+1 |
— |
+50 |
— |
— |
— |
— |
IWS SA75A1* |
4 |
21(c)/21(c) |
SA/BF/FA |
8M |
5 |
10/14d |
3000 |
2 |
2-G |
1 |
Assault Rifles |
Semopal vz/88V |
2 |
35(c) |
SA/BF/FA |
8M |
5.5 |
5/36h |
1800 |
2 |
2-G |
2(3) |
Assault Rifles |
Steyr AUG-CSL Assault Rifle |
2 |
40(c) |
SA/BF/FA |
8M |
4 |
10/4d |
4500 |
3 |
2-G |
1 |
Assault Rifles |
Steyr AUG-CSL Carbine |
3 |
40(c) |
SA/BF |
7S |
3.75 |
10/4d |
4500 |
3 |
3-F |
1 |
Rifles |
Steyr AUG-CSL LMG |
— |
40(c) |
SA/BF/FA |
8M |
3.5 |
10/4d |
4500 |
3 |
3-H |
1 |
Heavy Weapons |
Steyr AUG-CSL SMG |
5 |
40(c) |
SA/BF |
6M |
3.5 |
10/4d |
4500 |
3 |
3-G |
1 |
Submachine Guns |
AK-97
Originally a Soviet weapon, this assault rifle is now found worldwide. The SMG carbine version, with its integral folding stock, is almost as common. The AK-98 features an integral mini-grenade launcher (under-barrel mount).
Mounts Available: AK-97: Barrel, Top, Underbarrel
Source: Shadowrun 3rd Edition, page 278 |
AK-98
Originally a Soviet weapon, this assault rifle is now found worldwide. The SMG carbine version, with its integral folding stock, is almost as common. The AK-98 features an integral mini-grenade launcher (under-barrel mount). Mounts Available: Barrel, Top
Source: Shadowrun 3rd Edition, page 278 |
AK-98, Grenade Launcher
The AK-98 features an integral mini-grenade launcher (under-barrel mount).
Source: SHR 278 |
Ares Alpha
Designed for use by special forces operatives, the Ares Alpha combat gun features an integral Smartlink-2 and an underbarrel grenade launcher. A special chamber design gives the weapon 2 points of recoil compensation. The Alpha can accommodate barrel and top-mounted accessories. The grenade launcher prevents the mounting of underbarrel accessories. Mounts Available: Barrel, Top
Source: CC 22 |
Ares Alpha, Grenade Launcher
The grenade launcher prevents the mounting of underbarrel accessories.
Source: CC 22 |
Ares HVAR
This high-velocity assault rifle earns a 'super machine gun' label for its high rate of fire. Specifically designed to incorporate an internal Smartlink-2 system, the engineering also provides 3 points of recoil compensation. This weapon cannot accept barrel-mounted accessories. In burst-fire mode, the HVAR fires 6 round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts: a single burst incurs a recoil of +6 (+3 with compensation), and a second burst in the same Combat Phase would suffer +12 (+9). In full-auto mode, the HVAR fires at at maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst. Mounts Available: Top, Underbarrel
Source: CC 22 |
Ares Omega*
"You've seen the Alpha, now experience THE OMEGA!" -Ares Marketing. — Ares Weapon Systems is rarely to be outdone by anybody in the small arms sector, and with the release of the Omega in fall of 2079 they have established themselves as the masters of the battle rifle. Co-developed with Ares Launched Munitions the Omega is a breacher's dream using the new Ares Enhanced Breaching Tool to expedite access to uncooperative subjects behind locked doors. The rifle itself comes packing the kind of firepower required to put down even the most drugged up cyberjunkies. - Integrated features and accessories: Gas Vent IV (Barrel), Grenade Launcher (Underbarrel), Rangefinder (Top), Smartlink-2, Bullpup; Note: The Ares Omega suffers double penalty for uncompensated recoil, like a Heavy Weapon. For purposes of mounting this in a vehicle, it is considered a Medium Machine Gun.
Source: Custom Denver MUSH |
Ares Omega*, Grenade Launcher
Source: Custom Denver MUSH |
Cavalier Sabre *
Cavalier Arms arrived at the 2067 Guns and Ammo show with this little baby in tow: the Sabre. Designed for covert ops work, the Sabre is designed to have a smaller profile than the standard assault rifle, using the venerable bullpup configuration. Space-age polymers and durable ceramics give the Sabre a lighter weight than most rifles with the added advantage of partial invisibility to the ubiquitous MAD scanners and internal compensators in case you need to fire more than one round. The small barrel, while reducing the range of the weapon, gives it a smaller profile perfect for room-to-room combat, and the built-in suppressor keeps the noise down when your team needs to be quiet. Add into that the Mark II Smartlink system and you have a small, compact firing system for the covert ops team on the move. - Game Notes: Bullpup, Integral Smartlink-2, Ceramic Components Level 1, Integral Recoil Compensation, Integral Sound Suppressor, Reduced Barrel. - Mounts Available: Top, Underbarrel
Source: Denver MUSH Custom |
Colt M22A2
Voted the Best New Weapon of 2048 by the International Mercenaries Guild, the M22A2 is packed with accessories. In addition to a gas-vent system in the barrel that provides 1 point of recoil compensation, the weapon also features an integral magnification 2 imaging scope (top mounted), and an underbarrel grenade launcher. Mounts Available: None
Source: CC 22 |
Colt M22A2, Grenade Launcher
—
Source: Canon Companion, page 22 |
Colt M-23
The Colt M-23, a stripped-down version of the popular Colt M22A2, is the assault rifle for the soldier on a budget, rivaled in price only by the AK-97. The M-23 has no integral accessories. Mounts Available: Barrel, Top, Underbarrel
Source: CC 22 |
FN HAR
This assault rifle is common in Europe and increasingly popular with corporate response teams and private security forces specializing in high-threat areas. It comes with an integral folding stock, top-mounted laser sight and a Rating 2 gas-vent recoil compensation system (barrel mount). Mounts Available: Underbarrel
Source: SHR 278 |
FN-MARS*
FN's venerable battle rifle, development began in 2044, ending in 2046 with the twin FN-MARS and FN-SHAWS built to accomodate a rifle requirement issued by the Corporate Court. FN was under contract to sell the rifles only to a select few AAA Corporations which was held until 2062. These saw numerous actions during Operation RECIPROCITY which took place in 2048, causing some to believe they were developed specifically for that purpose. Many Desert Wars veterans swear by their reliability and stopping power, and since the lapse of the contract they have finally started becoming available more generally. The FN-MARS, or Marksman Automatic Rifle System, is a barebones weapon designed to allow for extensive customization. Many of the rifles that saw service were wildly different from one another due to personal prefrence of the end users. - Integrated features and accessories: Smartlink-1; Note: The FN-MARS suffers double penalty for uncompensated recoil, like a Heavy Weapon. For purposes of mounting this in a vehicle, it is considered a Medium Machine Gun.
Source: Custom Denver MUSH |
HK G12A3z
The latest development of several generations of assault rifles, the G12 is lighter, less bulky, and equipped with an integral top-mounted laser sight, telescoping shoulder stock and a barrel-mounted gas vent 2 system that provides 2 points of recoil reduction. The G12 can also be equipped with an underbarrel grenade launcher that reduces Concealability by 1. Mounts Available: Underbarrel
Source: CC 22 |
HK G38 Assault Rifle
New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 an be easily and quickly reconfigured as either an assault rifle, carbine rifle, or light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the G38 features an integral top-mounted laser sight and a low-light optical magnification 2 scope. A barrel-mounted gas vent 2 system also provides 2 points of recoil reduction. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
HK G38 Carbine Rifle
New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 an be easily and quickly reconfigured as either an assault rifle, carbine rifle, or light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the G38 features an integral top-mounted laser sight and a low-light optical magnification 2 scope. A barrel-mounted gas vent 2 system also provides 2 points of recoil reduction. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
HK G38 LMG
New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 an be easily and quickly reconfigured as either an assault rifle, carbine rifle, or light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the G38 features an integral top-mounted laser sight and a low-light optical magnification 2 scope. A barrel-mounted gas vent 2 system also provides 2 points of recoil reduction. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
HK G38-Drum Accessory
The drum accessory can be added to all configurations of the G38.
Source: CC 22 |
IWS SA75A1*
The SA70, designed by Integrated Weapons Systems for the British Army 2065 next generation service rifle trials, and then improved upon once selected over the course of the next three years, is known more commonly by its proper designation: SA75A1. Adopted and put into widespread service by the British Army in 2068, the rifle has proven itself worthy of winning the trials after certain problems were eliminated in the design by advanced machine tooling. It is a compact, versatile small arm laid out in bullpup to ensure short overall length while maintaining a full length barrel. One of the major requirements of the 2065 trials was a reliable selectable clip mechanism, thus the SA75A1 sacrifices some individual magazine capacity by using single stacked magazines, but improves versatility in ammunition choice. Allowing a single infantryman to have both lethal and non-lethal response at his very fingertips, something of utmost importance in conflicts such as the Lambeth area. Still only in production in the United Kingdom, this rifle is rarely seen outside of the hands of a British Army infantryman. - Accessories: Bullpup Design (1 integral recoil comp), Dual Clip Feed. - Mounts Available: Barrel, Top, Underbarrel
Source: Denver MUSH Custom |
Semopal vz/88V
The chosen assault rifle of the Czech Mechanized Forces, the 88v features a built-in laser sight (underbarrel mount), a folding stock and a magnification 2 imaging scope (top mounted). A barrel-mounted gas-vent 2 system also provides 2 points of recoil compensation. Mounts Available: None
Source: CC 22 |
Steyr AUG-CSL Assault Rifle
An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle, or a light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the AUG-CSL features an integral top-mounted laser sight. A barrel-mounted gas vent 1 system also provides 1 points of recoil reduction. An external smartgun system can be added with no loss of Concealability. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine gun skill (SMG), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
Steyr AUG-CSL Carbine
An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle, or a light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the AUG-CSL features an integral top-mounted laser sight. A barrel-mounted gas vent 1 system also provides 1 points of recoil reduction. An external smartgun system can be added with no loss of Concealability. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine gun skill (SMG), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
Steyr AUG-CSL LMG
An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle, or a light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the AUG-CSL features an integral top-mounted laser sight. A barrel-mounted gas vent 1 system also provides 1 points of recoil reduction. An external smartgun system can be added with no loss of Concealability. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine gun skill (SMG), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
Steyr AUG-CSL SMG
An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle, or a light machine gun. Breaking down the weapon, assembling it, or converting it from one configuration to the next takes an Assault Rifle B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase. Each configuration of the AUG-CSL features an integral top-mounted laser sight. A barrel-mounted gas vent 1 system also provides 1 points of recoil reduction. An external smartgun system can be added with no loss of Concealability. Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine gun skill (SMG), Assault Rifles skill (assault rifle), or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition. Mounts Available: Underbarrel (As configuration allows)
Source: CC 22 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Cascade Rifle |
4 |
100/20(c) |
SA |
Special |
5.5 |
12/14d |
1,800 |
2 |
6P-F |
— |
Rifles |
Ares ELD-AR |
4 |
50(c) |
SA/BF |
4L Stun/as chemical |
4.5 |
9/7d |
950 |
2 |
— |
— |
Assault Rifles |
Ares ELD-SMG* |
6 |
40(c) |
SA/BF |
3L Stun/as chemical |
3 |
9/7d |
800 |
2 |
legal |
no recoil |
Submachine Guns |
Ares SuperSquirt II |
7 |
20(c)/20(c) |
SA |
as chemical |
2 |
9/14d |
800 |
1.5 |
6P-E |
— |
Pistols |
Dart Pistol |
7 |
5(c) |
SA |
as chemical |
1.5 |
7/2d |
600 |
2 |
— |
— |
Pistols |
Dart Rifle |
4 |
10(c) |
SA |
as chemical |
3.25 |
8/2d |
1700 |
2 |
— |
— |
Rifles |
Flamethrower |
— |
10 |
SS |
8M |
21 |
10/7d |
1000 |
3 |
2-K |
— |
Spray Weapons |
Flamethrower, Underbarrel Nozzle |
— |
— |
— |
— |
— |
— |
200 |
— |
— |
— |
— |
Guardian II* |
10 |
2 |
SS |
as chemical |
0.6 |
4/12h |
150 |
1 |
— |
— |
Spray Weapons |
Guardian IV* |
8 |
4 |
SS |
as chemical |
1 |
4/12h |
200 |
1 |
— |
— |
Spray Weapons |
Guardian Mini* |
12 |
1 |
SS |
as chemical |
0.3 |
4/12h |
100 |
1 |
— |
— |
Spray Weapons |
Shiawase Blazer |
4 |
4 |
SS |
6M |
6 |
12/14d |
750 |
3 |
4-K |
— |
Spray Weapons |
Shiawase Blazer, Fuel Tank |
— |
— |
— |
— |
— |
— |
45 |
— |
— |
— |
— |
Splat Gun |
4 |
2(m) |
SS |
as chemical |
3 |
9/7d |
600 |
2 |
— |
— |
Launch Weapons |
Spray Tank |
4 |
20 |
SS |
as chemical |
5 |
3/12h |
100 |
1 |
— |
— |
Spray Weapons |
Spray Tank, CO2 Container |
— |
— |
— |
— |
— |
— |
50 |
1 |
— |
— |
— |
Spray Tank, Personal* |
6 |
10 |
SS |
as chemical |
3 |
3/12h |
200 |
1 |
— |
— |
Spray Weapon |
Walther Liquidator* |
6 |
20(c)/10(c)/10(c) |
SA |
as chemical |
2.25 |
12/14d |
1200 |
2 |
6P-E |
— |
Pistols |
Z-IC Splash Grenade |
5 |
— |
— |
as chemical |
0.25 |
8/4d |
50 |
2 |
3-J |
— |
Throwing Weapons |
Ares Cascade Rifle
Expanding upon the popular Ares SuperSquirt, the Cascade offers increased range and an expanded reservoir. The Cascade also features a selectable nozzle so the user can choose between a long-range stream and a wide-angle spray.
The Cascade is a rifle version of the SuperSquirt; a character firing it uses the Rifle Skill. The DMSO gel reservoir clips are good for 100 shots; each extra clip costs 20 nuyen. It uses the same chemical clips as the SuperSquirt.
This weapon has two modes: stream and spray. In stream mode, the Cascade has the range characteristics of an SMG. In spray mode, treat the Cascade as a shotgun with an effective choke of 2 (cannot be changed).
The Cascade can be drone-mounted. This weapon accepts all standard top- and under-barrel-mounted accessories, but no barrel-mounted accessories.
Source: Man and Machine, page 115 |
Ares ELD-AR
Used by the UCAS military and various corporate security forces, the ELD-AR (Encapsulated Liquid Delivery-Assault Rifle) has been a standard in training missions for years. The ELD-AR fires a gel-coated round filled with biodegradable paint or other marking or chemical agents. Its compressed gas canister provides a silent and recoil-free shot, even under burst-fire conditions. - A character firing the ELD-AR uses the Assault Rifle Skill. The standard ammunition for the ELD-AR is paint rounds, which cost 5 nuyen per 10 rounds. Dye that is normally invisible but shows up under ultraviolet or thermographic vision is also commonly used. Gelcoat rounds can also be fashioned with materials costing 300 nuyen. Self-made rounds can carry any chemical desired, though some chemicals can eat through the pellets or cause some other undesirable reaction. - The ELD-AR creates negligible recoil, which is absorbed by the shoulder stock. Treat the weapon as having a sound suppressor. The ELD-AR may be drone-mounted. The weapon accepts all standard top- and under-barrel-mounted accessories, but no barrel-mounted accessories. Refillable compressed air canisters in the stock, each good for 50 shots, power the weapon. Refilling a canister costs 50 nuyen.
Source: MM 115 |
Ares ELD-SMG*
A companion to the ELD-AR, the ELD-SMG is used as a close range gun for paintball tournaments and training. Its compressed gas canister makes for a suppressed and recoil-free shot, even under burst fire. - Similar to the ELD-AR, a character firing the ELD-SMG uses the Submachine Guns skill. The standard ammuntion for the ELD-SMG is paint rounds which cost 5 nuyen per 10 rounds. Dye that is normally invisible but shows up under ultraviolet or thermographic vision is also commonly used. - Gelcoat rounds can also be fashioned with materials costing 300 nuyen. Self-made rounds can carry any chemical desired, though some chemicals can eat through the pellets or cause some other undesirable reaction. - The ELD-SMG creates negligible recoil, which is absorbed by the shoulder stock. It may be drone mounted, and accepts all top and underbarrel accessories that can be installed on SMGs. Refillable compressed air canisters in the fixed stock, each good for 50 shots, power the weapon. Refilling a canister costs 50 nuyen. - Accessories: integral suppressor, no recoil. - Mounts available: top, underbarrel.
Source: Custom Denver MUSH |
Ares SuperSquirt II
Produced by Ares Arms, the SuperSquirt is a popular non-lethal weapon. It features two removable clips, the first being a reservoir of DMSO gel and the second being chemical capsules. Each clip is designed with a different shape, color and grooves, so it cannot be confused and wrongly inserted. - The SuperSquirt uses compressed air technology, making it silent and recoilless. The DMSO and chemical are dissolved together and launched at the target. A solid hit is all that's needed, as the DMSO penetrates most armor and soaks into the skin. - The SuperSquirt counts as a light pistol; a character firing it uses the Pistol Skill. It may be drone-mounted, but it cannot accept any top-, barrel- or under-barrel-mounted accessories. This weapon uses DMSO in a reservoir clip, good for 20 shots. The chemical clips contain 20 capsules, with each capsule considered one dose. Extra clips of either cost 10 nuyen.
Source: MM 115 |
Dart Pistol
These pistols and rifles deliver chemical-coated darts, most commonly narcoject. The darts can effectively pierce most armors. For range purposes, treat the dart pistol as a light pistol and the dart rifle as a shotgun. A character firing them would use the Pistol or Rifle Skill, respectively. The dart rounds below do not include the cost of the chemical. Available Mounts: Top, Barrel, Underbarrel
Source: MM 116 |
Dart Rifle
These pistols and rifles deliver chemical-coated darts, most commonly narcoject. The darts can effectively pierce most armors. For range purposes, treat the dart pistol as a light pistol and the dart rifle as a shotgun. A character firing them would use the Pistol or Rifle Skill, respectively. The dart rounds below do not include the cost of the chemical. Available Mounts: Top, Barrel, Underbarrel
Source: MM 116 |
Flamethrower
Flamethrowers spew an ignited fuel mixture, most commonly gasoline and oil or napalm, burning the target and setting anything flammable on fire. The fuel is stored in tanks worn on the back as a backpack and delivered to the target through a hose attached to a pistol-grip nozzle. Putting on or removing the backpack takes a full Combat Turn. The flamethrower requires a full Combat Turn to warm up before it can be used. Flamethrowers can be used to blast a single target or they can be used to spread flame over a wide area in an attempt to strike multiple opponents. For the area sweep attack, use the shotgun spread rules. Note that the flamethrowers do not have a choke like a shotgun; this rule merely reflects that the user may walk a stream of continuous flame and cover an area. The 8M damage is reduced by Impact armor but not ballistic. The flame will set any combustible materials on fire, including hair, clothing, wood, dry grass, flammable liquids and so on. Ammo and explosives may also be cooked off. Flamethrower fuel is measured in shots. Each pair of fuel tanks hold 10 shots. An empty tank costs 50 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in five minutes, or replaced in 5 full Combat Turns. the fuel tanks have a Barrier Rating of 10; if they are breached by an explosion or other attack, they will explode in a ball of fire. The blast will have a Power equal to 2 times the number of shots left, -1 per half meter from the tanks, and a Damage Level of M. A character firing the flamethrower uses the Spray Weapons skill. Flamethrowers use shotgun ranges, and they cannot mount any accessories. Mounts Available: None
Source: CC 29-30 |
Flamethrower, Underbarrel Nozzle
A specially designed nozzle may be purchased that allows the flamethrower nozzle to be mounted to the underbarrel of a rifle, shotgun or assault rifle. This configuration allows the user to wield a firearm simultaneously with the flamethrower and switch between them. This modification adds 200 nuyen to the flamethrower's cost.
Source: CC 30 |
Guardian II*
Designed for self defense or non-lethal takedowns, Guardian sprayers (affectionately reffered to as the Guardian) are commonly carried in the utility belts of many law enforcement and security agencies for the express purpose of disabling belligerent, uncooperative suspects with pepper punch, and serve as an alternative to gel rounds or shock weapons. They are highly durable, made exclusively from high-impact plastics. - Many companies produce variations for civilian personal defense as well, with styles ranging from spartan, police-imitation sprayers with safety latches and belt clips to keychain models to miniature squirtguns in a wide range of designs and colors. Some models feature a forward-facing flash-pak mount to further hinder attackers or suspects. - Devious or desperate Guardian users have been known to load substances other than pepper punch and smuggle them into secure areas. - Game Effects: Guardian sprayers are more concealable spray tank variants which rely on the Spray Weapons skill and are limited to taser ranges. The II and IV models may mount a flash-pak which lowers Concealability by 2. Attaching or removing the flash-pak is a Complex action, while activating is Simple. MAD-proof. In the case of using non-contact vector substances, they may be combined with DMSO, but the effective ammo capacity drops to half; Guardian Sprayer IV w/2 doses cyanide and 2 doses DMSO would be limited to 2 shots.
Source: Custom Denver MUSH |
Guardian IV*
Designed for self defense or non-lethal takedowns, Guardian sprayers (affectionately reffered to as the Guardian) are commonly carried in the utility belts of many law enforcement and security agencies for the express purpose of disabling belligerent, uncooperative suspects with pepper punch, and serve as an alternative to gel rounds or shock weapons. They are highly durable, made exclusively from high-impact plastics. - Many companies produce variations for civilian personal defense as well, with styles ranging from spartan, police-imitation sprayers with safety latches and belt clips to keychain models to miniature squirtguns in a wide range of designs and colors. Some models feature a forward-facing flash-pak mount to further hinder attackers or suspects. - Devious or desperate Guardian users have been known to load substances other than pepper punch and smuggle them into secure areas. - Game Effects: Guardian sprayers are more concealable spray tank variants which rely on the Spray Weapons skill and are limited to taser ranges. The II and IV models may mount a flash-pak which lowers Concealability by 2. Attaching or removing the flash-pak is a Complex action, while activating is Simple. MAD-proof. In the case of using non-contact vector substances, they may be combined with DMSO, but the effective ammo capacity drops to half; Guardian Sprayer IV w/2 doses cyanide and 2 doses DMSO would be limited to 2 shots.
Source: Custom Denver MUSH |
Guardian Mini*
Designed for self defense or non-lethal takedowns, Guardian sprayers (affectionately reffered to as the Guardian) are commonly carried in the utility belts of many law enforcement and security agencies for the express purpose of disabling belligerent, uncooperative suspects with pepper punch, and serve as an alternative to gel rounds or shock weapons. They are highly durable, made exclusively from high-impact plastics. - Many companies produce variations for civilian personal defense as well, with styles ranging from spartan, police-imitation sprayers with safety latches and belt clips to keychain models to miniature squirtguns in a wide range of designs and colors. Some models feature a forward-facing flash-pak mount to further hinder attackers or suspects. - Devious or desperate Guardian users have been known to load substances other than pepper punch and smuggle them into secure areas. - Game Effects: Guardian sprayers are more concealable spray tank variants which rely on the Spray Weapons skill and are limited to taser ranges. The II and IV models may mount a flash-pak which lowers Concealability by 2. Attaching or removing the flash-pak is a Complex action, while activating is Simple. MAD-proof. In the case of using non-contact vector substances, they may be combined with DMSO, but the effective ammo capacity drops to half; Guardian Sprayer IV w/2 doses cyanide and 2 doses DMSO would be limited to 2 shots.
Source: Custom Denver MUSH |
Shiawase Blazer
A compact flamethrower built into a bullpup SMG configuration, the blazer is easier to carry and use than a standard flamethrower. The fuel tank at the rear of the weapon is lighter than the backpack, but contains only enough fuel for four uses. This weapon is favored by governments and corporations for clearing out rebel hideouts in heavy jungle terrain. The Blazer uses the standard flamethrower rules, but it uses light pistol ranges and holds only 4 shots. An empty tank costs 25 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in two minutes, or replaced in a full Combat Turn.
Source: CC 30 |
Shiawase Blazer, Fuel Tank
An empty tank costs 25 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in two minutes, or replaced in a full Combat Turn
Source: CC 29 |
Splat Gun
This compressed air gun is used to launch one-liter projectiles of splat glue (MM 114) at targets. The rounds are packaged in a safety wrap that is ejected upon launch. - A character firing a splat gun uses the Launch Weapons Skill; the weapon uses shotgun ranges. Two characters standing within 1 meter of each other may be targeted simultaneously. Struck targets must make a Body (8) Test to avoid knockdown; they will also be covered in glue and stuck to everything in the immediate vicinity (walls, the floor, gear and so on). The character will be immobilized, requiring a successful Strength (6) Test with a number of successes equal to the net successes generated on the Attack Test to take any physical action. - Refillable compressed air canisters in the stock, (good for 50 shots), power the guns. Refilling a canister costs 50 nuyen.
Source: MM 116 |
Spray Tank
Similar to a fire extinguisher, this is a chemical-filled tank with an attached hose. Designed to be strapped to the back or slung over a shoulder, the tank is triggered by depressing a lever, which admits carbon dioxide into the main tank, forcing whatever chemical is inside out through the hose. Almost any compound can be stored inside a spray tank, from slip foam to insecticide, for dispersal over a wide area. - The Active Skill Spray Weapons is used to spray the contents of a tank at a target. Spray Weapons Skill is linked to Strength and grouped with Heavy Weapons. Specializations include Firehose, Flamethrower and Spray Tank. Spray tanks use taser ranges, but their hose nozzles can be adjusted like a shotgun's choke, using shotgun spread rules. Any target that does not completely dodge the attack is hosed. - The carbon dioxide used to power the tank is good for 50 uses; recharging it costs 50 nuyen. Spray tanks hold up to 2 liters of any chemical.
Source: MM 116-117 |
Spray Tank, CO2 Container
The carbon dioxide used to power the tank is good for 50 uses; recharging it costs 50 nuyen.
Source: MM 116 |
Spray Tank, Personal*
A smaller version of the Spray Tank found in Man and Machine (page 117), this item uses all the same rules found there. It is simply a smaller version in all ways (weight, conceal, ammo, etc).
Source: Custom Denver MUSH |
Walther Liquidator*
An advancement of the Ares SuperSquirt II design, the Liquidator features the same differently-colored and shaped clips, allowing reload even in the dark. However, this weapon features a second slot for a chemical clip, allowing the firer to change types with the flip of a switch. - The Liquidator uses compressed air technology, making it silent and recoiless. GAME NOTES: The Liquidator counts as a light pistol; use Pistol skill to fire this weapon and Light Pistol ranges. - The weapon uses DMSO in a reservoir clip good for 20 shots. Each chemical clip contains 10 capsules, with each considered one dose. The grip of the Liquidator contains a canister of compressed CO2, good for 50 shots. It can be recharged for 50 nuyen. Each shot fired uses one shot of DMSO and one shot from the selected clip. While one of the clips might be empty, the other can still be fired with the remaining DMSO in the reservoir. - Switching between clips is a Simple Action. - The Liquidator may be drone-mounted, but it cannot accept any top-, barrel-, or under-barrel mounted accessories. It cannot accept any accessories at all, under any circumstances.
Source: Custom Denver MUSH |
Z-IC Splash Grenade
Developed by Zeta-lmpChem, these grenades disperse a chemical spray over a wide area. The chemical is often mixed with DMSO (M&M p. 111). A wide range of compounds is available, from gamma-scopolamine to insecticide. - Splash grenades soak everything within a 5-meter radius with their chemical spray. Each grenade holds roughly 1 liter (10 doses) of a compound. - The cost does not include the chemical's cost.
Source: MM 117 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Blueline* |
4 |
16(c) |
SA |
12M |
4 |
18/21d |
50000 |
3 |
5-K |
— |
Laser Weapons |
Ares Blueline*, Battery Clip |
6 |
— |
— |
— |
1 |
10/14d |
250 |
2 |
— |
— |
— |
Ares MP Heavy Laser Plus |
— |
50 |
SA |
18M |
30 |
27/30d |
300000 |
3 |
1-K |
— |
Laser Weapons |
Ares MP Heavy Laser Plus, Battery Pack |
— |
— |
— |
— |
15 |
10/30d |
2000 |
2 |
— |
— |
— |
Ares MP Laser III |
— |
20 |
SA |
15M |
20 |
24/21d |
120000 |
3 |
2-K |
— |
Laser Weapons |
Ares MP Laser III, Hip Battery Pack |
4 |
— |
— |
— |
2 |
10/14d |
500 |
2 |
— |
— |
— |
Ares Redline |
3 |
10(battery) |
SA |
12M |
5 |
18/21d |
75,000 |
3 |
4-K |
— |
Laser Weapons |
Ares Redline, Battery Clip |
6 |
— |
— |
— |
1 |
10/14d |
250 |
2 |
— |
— |
— |
SciFi Energy Pistol* |
5 |
10(c) |
SA |
6L |
3 |
8/14d |
30000 |
2 |
5P-E |
— |
Laser Weapons |
SciFi Energy Pistol*, Battery Clip |
6 |
— |
— |
— |
1 |
6/14d |
200 |
1 |
— |
— |
— |
SciFi Energy Rifle* |
2 |
20(c) |
SA |
6L |
8 |
8/14 |
45000 |
2 |
5P-F |
— |
Laser Weapons |
SciFi Energy Rifle*, Battery Clip |
5 |
— |
— |
— |
1 |
6/14d |
300 |
1 |
— |
— |
— |
Ares Blueline*
A modernized take on Ares' aging Redline, the new Ares Blueline released in 2078 featuring a smaller, more mobile frame. The new design fits standard heavy pistol holsters, and while it has lost some of the Redline's stopping power and sports a smaller battery, the lower cost and concealability have more than made up for it in marketshare. The new blue laser technology offers power rivaling the redline's while using less battery per shot. The major drawback is a reduced output range, being comparable to Light Pistols. The Blueline also uses the same battery packs as the Redline.
Source: Custom Denver MUSH |
Ares Blueline*, Battery Clip
_
Source: Custom Denver MUSH |
Ares MP Heavy Laser Plus
This heavy weapon comes equipped with an underbarrel mounted tripod and backpack battery case. This pack provides enough juice for 50 shots and may be recharged at the rate of 1 shot per two hours. The heavy laser uses sniper rifle ranges.
Source: CC 30 |
Ares MP Heavy Laser Plus, Battery Pack
Source: CC 30 |
Ares MP Laser III
Ares stunned the world by releasing this affordable, man-portable, self-contained laser system. A powerful weapon ideal for a sophisticated mercenary or security force, the weapon is powered by hip-mounted battery packs. The packs provide enough juice for 20 shots each, and may be recharged at the rate of 1 shot per hour. The Laser III uses sporting rifle ranges.
Source: CC 30 |
Ares MP Laser III, Hip Battery Pack
Hip-mounted battery-pack, which may be recharged at the rate of 1 shot per hour.
Source: CC 30 |
Ares Redline
The latest Ares development to hit the streets, the Redline is the first laser pistol to be used by security forces. Slightly larger than the standard heavy pistol, the Redline draws power from a detachable battery pack clip. Good for only 10 shots, the battery clips may be ejected and inserted in the same way as a firearm clip and recharged at the rate of 2 shots per hour.
The Redline uses heavy pistol ranges.
Source: Cannon Companion, page 30 |
Ares Redline, Battery Clip
Source: CC 30 |
SciFi Energy Pistol*
The Sci-Fi Systems Authentic Energy Weapons are a new line of novelty weapons made for the rich and obsessed. They are real, working lasers that operate in the visible EM spectrum, and make authentic sound effects from your favorite trid shows, matrix games, and simsense. They include designs that mirror popular science fiction, such as the Outcast Rifles from Zepdar the Horror Hooligan and Liera's Blaster from Space Battle 2XX6. Despite the appearances, they are NOT toys and are quite dangerous. In game terms, these are lasers. They are Avail 8, cost an arm and a leg, are relatively crappy as far as damage output goes, but are chargen legal lasers with dorky flavor, which is neat in it's own way. The Energy Pistol comes in just about any design you could want, and for that price, they make them all custom. The pistol model uses Light Pistol ranges, but otherwise functions as a normal laser. Mounts Available: Top
Source: Custom Denver MUSH |
SciFi Energy Pistol*, Battery Clip
Source: Custom Denver MUSH |
SciFi Energy Rifle*
The Sci-Fi Systems Authentic Energy Weapons are a new line of novelty weapons made for the rich and obsessed. They are real, working lasers that operate in the visible EM spectrum, and make authentic sound effects from your favorite trid shows, matrix games, and simsense. They include designs that mirror popular science fiction, such as the Outcast Rifles from Zepdar the Horror Hooligan and Liera's Blaster from Space Battle 2XX6. Despite the appearances, they are NOT toys and are quite dangerous. In game terms, these are lasers. They are Avail 8, cost an arm and a leg, are relatively crappy as far as damage output goes, but are chargen legal lasers with dorky flavor, which is neat in it's own way. The Energy Rifle also comes in any design you could want, also being made to order. The rifle model uses shotgun ranges, but otherwise functions as a normal laser for armor penetration and power loss effects. Mounts Available: Top, Underbarrel
Source: Custom Denver MUSH |
SciFi Energy Rifle*, Battery Clip
—
Source: Custom Denver MUSH |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Cavalier Scout |
9 |
7 (c) |
SA |
4L |
0.25 |
10/72h |
600 |
2 |
10P-E |
— |
Pistols |
Fichetti Tiffani Needler |
8 |
4(c) |
SA |
5M(f) |
0.50 |
7/48h |
650 |
2 |
10P-E |
— |
Pistols |
Fichetti Tiffani Self-Defender |
8 |
4(c) |
SS |
4L |
0.50 |
2/12h |
450 |
0.75 |
10P-E |
— |
Pistols |
Morrissey Élan |
8 |
5(c) |
SA |
5L |
0.50 |
8/7d |
500 |
2 |
10P-E |
— |
Pistols |
Raecor Sting |
9 |
5(c) |
SS |
4M(f) |
0.25 |
10/7d |
375 |
2 |
10P-E |
— |
Pistols |
Streetline Special |
8 |
6(c) |
SS |
4L |
0.50 |
2/12h |
100 |
0.75 |
10P-E |
— |
Pistols |
Walther Palm Pistol |
9 |
2(burst) |
SS |
4L |
0.25 |
3/12h |
200 |
0.75 |
10P-E |
— |
Pistols |
Cavalier Scout
Perhaps the most compact semi-automatic pistol designed to date, the Scout can easily be concealed in a pocket. The gun even features a pocket clip on its frame to keep it in place.
Source: Cannon Companion, page 16 |
Fichetti Tiffani Needler
Available in a wide variety of colors and styles, the Tiffani Needler is the social climber's handgun, designed especially for those who desire to coordinate their weaponry with their evening wear. The Needler can only fire flechette rounds. Mounts Available: None
Source: CC 16 |
Fichetti Tiffani Self-Defender
The predecessor of the Tiffani Needler, the Self-Defender is also available in several colors and small enough to be easily concealed. Unlike the Needler, however, the Self-Defender can fire a variety of ammunition. Mounts Available: None
Source: CC 16 |
Morrissey Élan
Self-defense for the fashion conscious, the Elan is composed entirely of polyresin and cannot be detected by MAD sensors, though its ammunition may be detected. Its designers shaped it to look like and extension of its user's hand, a choice that prevents the Elan from firing flechette rounds. Mounts Available: None
Source: CC 16 |
Raecor Sting
The Sting is commonly referred to as a "lemon squeezer" design, meaning the barrel protrudes between the firer's index and middle fingers and the gun is fired by simply making a fist. The circular magazine rotates and automatically loads the next mini-flechette round.Constructed entirely from polyresins, the Sting cannot be detected by MADs. Its limitation to flechette ammuntion is considered a drawback. Mounts Available: None
Source: CC 16 |
Streetline Special
This hold-out pistol is a common weapon among those on society’s bottom rung. Made of composite materials, it is small, lightweight and extremely concealable. Mounts Available: None
Source: SHR 276, 278 |
Walther Palm Pistol
This European hold-out design packs one large-caliber round in each of its over-under barrels. A select switch allows the user to fire both barrels simultaneously (treat as a short burst). Mounts Available: None
Source: SHR 277, 278 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Crusader |
6 |
40(c) |
SA/BF |
6L |
3.25 |
5/36h |
950 |
2 |
5-G |
2 |
Pistols |
Ares Light Fire 70 |
5 |
16 (c) |
SA |
6L |
0.5 |
3/12h |
475 |
0.8 |
8P-E |
— |
Pistols |
Beretta 200ST |
4 |
26(c) |
SA/BF |
6L |
2 |
5/24h |
750 |
1.5 |
6-G |
(1) |
Pistols |
Beretta Model 101T |
5 |
12(c) |
SA |
6L |
1 |
3/12h |
350 |
0.80 |
8P-E |
— |
Pistols |
Beretta Stiletto* |
10 |
6(c) |
SA |
6L |
0.45 |
12/12d |
2500 |
2 |
8P-E |
— |
Pistols |
Cavalier Poignard* |
8 |
12(c) |
SA/BF |
5L |
1.25 |
8/72h |
1200 |
2 |
7-G |
— |
Pistols |
Cavalier Rapier* |
7 |
24(c) |
SA/BF |
6L |
1.75 |
8/72h |
1895 |
2 |
6-G |
— |
Pistols |
Ceska Black Scorpion |
5 |
35(c) |
SA/BF |
6L |
3 |
5/36h |
850 |
2 |
5-G |
(1) |
Pistols |
Ceska vz/120 |
7 |
18(c) |
SA |
6L |
1 |
3/12h |
500 |
0.8 |
8P-E |
— |
Pistols |
Colt American L36 |
6 |
11(c) |
SA |
6L |
1 |
3/12h |
350 |
0.8 |
8P-E |
— |
Pistols |
Colt Asp |
5 |
6(cy) |
SA |
6L |
1 |
3/12h |
200 |
0.5 |
8P-E |
— |
Pistols |
Fichetti Executive Action |
6 |
24(c) |
SA/BF |
6L |
1.5 |
14/7d |
1150 |
3 |
6-G |
— |
Pistols |
Fichetti Security 500 |
7 |
12(c) |
SA |
6L |
1 |
3/12h |
400 |
0.8 |
8P-E |
— |
Pistols |
Fichetti Security 500a |
6 |
25(c) |
SA |
6L |
1.25 |
3/12h |
550 |
0.8 |
8P-E |
(1) |
Pistols |
Hammerli Model 610S |
4 |
6(c) |
SA |
6L |
2.5 |
8/24h |
1300 |
2.5 |
6P-E |
1 |
Pistols |
SA Puzzler |
6 |
12(c) |
SA |
6L |
0.75 |
9/7d |
900 |
2 |
8P-E |
— |
Pistols |
Seco LD-120 |
5 |
12(c) |
SA |
6L |
1 |
3/12h |
400 |
0.8 |
8P-E |
— |
Pistols |
Steyr TMP |
6 |
30(c) |
SA/BF/FA |
6L |
2 |
8/48h |
900 |
2 |
5-G |
— |
Pistols |
Taurus Multi-6 |
6 |
6(cy) |
SA/SS |
6L/7M |
1 |
5/24h |
500 |
0.75 |
8P-E |
— |
Pistols |
Walther PB-120 |
8/6 |
10/15(c) |
SA |
6L |
0.75 |
6/36h |
700 |
2 |
8P-E |
— |
Pistols |
Ares Crusader
Only slightly larger than a light pistol, the Crusader carries an extended clip and features an integral barrel-mounted Rating 2 gas-vent recoil compensation system. Mounts Available: Top
Source: CC 18 |
Ares Light Fire 70
The Light Fire 70 is one of the lightest pistols on the market. A special barrel-mounted silencer exclusive to the Light Fire 70 is also available, with a Concealability modifier of –1, a weight of .1 kg and a cost of 650 nuyen.
Source: Cannon Companion, page 18 |
Beretta 200ST
A light pistol with a touch of machine pistol thrown in, the 200ST is capable of burst fire, which requires a Complex Action to perform. In addition to the extended clip, the weapon includes a detachable shoulder stock, providing 1 point of recoil compensation. Mounts Available: Barrel, Top
Source: CC 16, 18 |
Beretta Model 101T
This streamlined, light personal weapon is favored by corporate personnel. Mounts Available: Barrel, Top
Source: SHR 277-278 |
Beretta Stiletto*
The Beretta Stiletto made its worldwide premier in The World Reset, third movie in the Ezekiel Grande trilogy last year as the weapon of choice for Veronica Blade, Ezekiel's love interest and ultimate arch-nemesis. Its ultra-slim, body-hugging profile makes the Stiletto perfect for concealing under finely tailored suits and dresses. With Hi-C ammunition, the Stiletto becomes undetectable against MAD scanners and the pistol's chem-sealed chamber housing makes it impervious to chem-sniffers. This chemsealing must be repaired with a Pistols B/R test against 6 with a base time of 6 hours after the weapon has been fired. Accessories and Mods: Underbarrel Laser Sight, Reduced Barrel, Ceramic Components R3. Mounts Available: Barrel, Top
Source: Custom Denver MUSH |
Cavalier Poignard*
With the success of the Scout, Cavalier Arms found itself in a position to answer many requests in the field of small, concealable sidearms. One such request has manifested in the Poignard, a burst-fire capable hold-out pistols.While not as powerful as its larger cousins, the Poignard gives good firepower at close range, with adequate ammo capacity to get you to a larger gun, or to a safe hiding place. Though small-framed, this weapon can sport most major accessories without difficulty. Game Notes: The Cavalier Poignard is considered a Light Pistol, but uses Hold-Out Pistol ranges and ammunition. It can accept Top and Barrel mounts. To fire in Burst Fire mode requires a Complex Action. Mounts Available: Barrel, Top
Source: Custom Denver MUSH |
Cavalier Rapier*
Following its recent foray into small, capable burst-fire weapons such as the Poignard, Cavalier Arms continued its research, culling information from interviews and numerous field tests to come up with a small, viable weapon for the less-than-cybered crowd. They think they have answered all requests with the Rapier, a very reliable and reinforced combat pistol. Though it fires a smaller round than the venerable Predator series, it features the dependable Kitzu laser system as well as the proven Patton close-combat reinforcements, and a patented rapid-fire system that results in thirty percent fewer jams and misfires. A perfect match to the Poignard, the Cavalier Rapier answers the need of today's uncybered individual. Game Notes: Integral Laser Sight, Melee Hardening. Mounts Available: Barrel, Top
Source: Custom Denver MUSH |
Ceska Black Scorpion
Combines light pistol concealability and submachine gun rates of fire. Equipped with an integral folding stock that provides 1 point of recoil compensation. Mounts Available: Barrel, Top
Source: SHR 277-278 |
Ceska vz/120
Produced by the Czech manufacturing firm Ceska Zbrojovkain Prague, the vz/120 is the premier East European light service pistol and is the official sidearm of the Czech Mechanized command. Mounts Available: Barrel, Top
Source: CC 16, 18 |
Colt American L36
This light American design is popular among the style-conscious because of its sleek profile, which also makes it easy to conceal. Mounts Available: Barrel, Top
Source: SHR 277-278 |
Colt Asp
Advertised as a cheap, effective weapon, this light revolver is a solid performer in all respects. Its limited ammo capacity, however, encourages users to end conflicts quickly. The Asp cannot be mounted with a silencer. Mounts Available: Top
Source: CC 16, 18 |
Fichetti Executive Action
Marketed as capable of "firing so fast it doesn't have time for recoil", the Executive Action can be used in burst fire mode. There is no integral recoil modification, however, and standard recoil rules apply. Mounts Available: Barrel, Top
Source: CC 16, 18 |
Fichetti Security 500
Designed for light security work, the Fichetti 500 accepts a full range of pistol accessories. Mounts Available: Barrel, Top
Source: SHR 277-278 |
Fichetti Security 500a
Designed for light security work, the Fichetti 500 accepts a full range of pistol accessories. Mint 500a models come with an extended 25-round clip and a detachable shoulder stock (which provides 1 point of recoil compensation). Mounts Available: Barrel, Top
Source: SHR 277-278 |
Hammerli Model 610S
Featuring customizable grip pads for comfort, the Model 610S is sleek and stylish. It can accommodate top-mounted accessories, but has no room for barrel-mounts due to an integral gas-vent system that provides 1 point of recoil compensation. Because this weapon is designed as a target pistol, it uses the ranges for heavy pistols. Mounts Available: Top
Source: CC 16, 18 |
SA Puzzler
Manufactured by Shiawase Armaments, this weapon is completely composed of polyresin materials and cannot be detected by MADs. The gun can be broken down into component parts that mimic jewelry and other commonly carried items, making it even easier to transport illegally. Recognizing the various components as belonging to a gun requires a Perception (10) Test or a Pistols B/R (6) Test. Despite its name, the Puzzler can be easily assembled or disassembled with a Pistols B/R (4) Test and a base time of 10 Combat Turns. For maximum concealabilty, those attempting to smuggle this weapon often carry Hi-C plastic rounds for ammunition. Mounts Available: Barrel, Top
Source: CC 16, 18 |
Seco LD-120
A modern remake of the venerable Israeli LD-100, this light pistol boasts an integral top-mounted laser sight. Mounts Available: Barrel
Source: CC 16, 18 |
Steyr TMP
Extensive use of polymers in the frame of this firearm make it extremely lightweight. Unlike other machine pistols, the Steyr TMP is capable of full-auto fire. However, its light weight and lack of recoil compensation make it difficult to control when raining lead in full auto. Mounts Available: Barrel, Top
Source: CC 18 |
Taurus Multi-6
A reliable revolver designed to handle a wide variety of ammunition types, the Multi-6 is most commonly loaded with light pistol ammunition (6L), which provides it with a standard rate of fire. The Multi-6 can also be loaded with heavy pistol ammo, which changes its Mode to single shot and its Damage Code to 7M (use heavy pistol ranges). The Multi-6 cannot mount a silencer. Mounts Available: Top
Source: CC 16, 18 |
Walther PB-120
Rugged and small, the PB-120 is the light pistol of choice for many mercenaries. An extended 15-round clip is available for situations in which 10 shots just aren't enough. The extended clip reduces the weapon's Concealability by 2. Mounts Available: Barrel, Top
Source: CC 18 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Interceptor* |
5 |
8(m) |
SS |
9M |
2.25 |
6/48h |
1200 |
2 |
6P-E |
- |
Pistols |
Ares Predator I |
5 |
15(c) |
SA |
9M |
2.25 |
3/24h |
450 |
0.5 |
6P-E |
— |
Pistols |
Ares Predator II |
4 |
15 (c) |
SA |
9M |
2.5 |
4/24 h |
550 |
0.5 |
6P-E |
— |
Pistols |
Ares Predator III |
4 |
15 (c) |
SA |
9M |
2.25 |
5/24 h |
650 |
1 |
6P-E |
— |
Pistols |
Ares Viper Slivergun |
6 |
30 (c) |
SA/BF |
9S(f) |
2 |
3/48 h |
600 |
1 |
6P-E |
— |
Pistols |
Beretta 99SC * |
4 |
8 (c) |
SA |
8M |
2.5 |
8/10 d |
900 |
2 |
4P-E |
— |
Pistols |
Browning Max-Power |
6 |
10 (c) |
SA |
9M |
2 |
3/24 h |
450 |
1 |
6P-E |
— |
Pistols |
Browning Ultra-Power |
6 |
10 (c) |
SA |
9M |
2.25 |
4/24 h |
525 |
1.5 |
6P-E |
— |
Pistols |
Cavalier Arms Cerberus * |
4 |
10 (c)/10 (c) |
SA |
9M |
2.5 |
5/24 h |
800 |
1 |
4P-E |
— |
Pistols |
Cavalier Deputy |
4 |
7 (cy) |
SA |
9M |
2.25 |
3/24 h |
300 |
0.5 |
6P-E |
— |
Pistols |
Colt Manhunter |
5 |
16(c) |
SA |
9M |
2.5 |
4/24h |
425 |
1 |
6P-E |
— |
Pistols |
Eichiro Hatamoto II |
6 |
1(m) |
SS |
8S |
2.5 |
12/7d |
1200 |
2 |
5P-E |
— |
Pistols |
FN 5-7C |
5 |
20(c) |
SA/BF |
6L |
2.5 |
9/48h |
700 |
2 |
6P-E |
1 |
Pistols |
IMI Nighthawk-SE* |
3 |
7(c) |
SA |
10M |
2.75 |
6/48h |
1000 |
2 |
8P-E |
2 |
Pistols |
IMI Nighthawk-SE*, ExEx Ammo |
— |
— |
— |
— |
— |
8/7d |
100 |
3 |
4P-E |
— |
— |
IMI Nighthawk-SE*, Explosive Ammo |
— |
— |
— |
— |
— |
5/72h |
50 |
1.6 |
4P-E |
— |
— |
IMI Nighthawk-SE*, Hollow Point Ammo |
— |
— |
— |
— |
— |
7/4d |
50 |
4 |
4P-E |
— |
— |
IMI Nighthawk-SE*, Standard Ammo |
— |
— |
— |
— |
— |
4/48h |
20 |
1.5 |
4P-E |
— |
— |
Morrissey Alta |
6 |
12(c) |
SA |
9M |
1 |
8/48h |
1200 |
2 |
6P-E |
— |
Pistols |
Morrissey Elite |
7 |
5(c) |
SA |
9M |
1 |
6/48h |
550 |
0.5 |
6P-E |
— |
Pistols |
Remington Roomsweeper |
6 |
8(m) |
SA |
9S(f) |
2.5 |
3/24h |
300 |
1 |
6P-E |
— |
Pistols |
Ruger Super Warhawk |
4 |
6(cy) |
SS |
10M |
2.5 |
3/24h |
300 |
1 |
6P-E |
— |
Pistols |
Ruger Thunderbolt LS |
4 |
12(c) |
BF |
12S |
2.75 |
14/12d |
1250 |
6 |
2P-E |
— |
Pistols |
Ruger Thunderbolt SL |
4 |
12(c) |
BF |
12S |
2.75 |
14/12d |
1400 |
6 |
2P-E |
— |
Pistols |
Savalette Guardian |
5 |
12(c) |
SA/BF* |
9M |
3.25 |
6/36h |
900 |
2.5 |
6P-E |
1 |
Pistols |
Winchester Gambler* |
7 |
2(b) |
SS |
7M |
0.7 |
7/48h |
1700 |
1.5 |
8P-E |
— |
Pistols |
WW Infiltrator |
5 |
15(c) |
SA |
9M |
2 |
9/7d |
1200 |
2 |
6P-E |
— |
Pistols |
Ares Interceptor*
The Ares Interceptor was introduced in 2058, marketed as the "revolver of the future". Strictly speaking however, the Interceptor is not a revolver at all; it rather features a unique rotating chamber system based on torpedo loading systems used on Candiru-class submarines, produced during the Eurowars by General Dynamics, an Ares subsidiary. The cylinder of the Interceptor resembles a 3x3 grid, where the eight peripheral chambers hold the ammunition that are fed into the rotating central chamber which connects to the barrel. The weapon was a commercial failure as the complex rotating chamber made it much more expensive than regular revolvers and slower to reload, but the unique loading mechanism, that allows a user to load different ammunition types and switch between them as needed, did attract some interest among special interest groups. The reloading mechanism can be controlled either via Smartlink or through buttons connected to a small LCD display at the back of the gun, where the hammer would be on a conventional revolver.<br>Notes: The Ares Interceptor is an exception to the normal rule disallowing a mix of ammunition types in the same magazine. Each chamber of the Interceptor can be freely loaded with any type of standard pistol ammunition, and a Smartlinked user can switch between ammo types with a Free Action. A non-cybered operator can do so via the manual control using a Simple Action.
Source: Denver Custom |
Ares Predator I
Considered by many the premier heavy pistol, the Predator is a menacing weapon popular among mercenaries and security services.
Source: Shadowrun 3rd Edition, page 278 |
Ares Predator II
The upgraded version of the popular Predator, the Predator ll includes an internal smartgun system.
Source: Cannon Companion, page 18 |
Ares Predator III
New and improved, the Predator lll is the latest variant of this street samurai favorite, featuring an internal smartgun-2 system.
Source: Cannon Companion, page 18 |
Ares Viper Slivergun
This pistol fires flechette ammunition (which is already factored into its Damage Code). It has the range of a heavy pistol and features a built-in silencer
Source: Shadowrun 3rd Edition, page 277 |
Beretta 99SC *
Beretta's triumphant return to the heavy pistol market after decades of absence is marked with this polymer resin heavy pistol, the 99SC. A compact by name only, the firearm is large even by heavy pistol standards, though it does sport some interesting features, including an all-polymer frame with a composite barrel and high impact plastic clips. The weapon itself in fact contains no metal at all, making it invisible to common scanners like magnetic anomaly detectors, though its ammunition might still be visible. The firearm is not without its criticism, with the composite-based integral silencer having performance issues at times, and the power of the pistol is slightly lacking due to Beretta's choice to use a below average calibre of round. All said, the pistol is praised by mercenaries, special forces groups, and less scrupulous individuals around the world for being the pistol that packs a punch you can depend on when you can't bring the Predator. The weapon has been used recently in high profile murders, and though this has caused the weapon to be targeted in the media and various government agencies, no new legislation has been made against the gun as of 2070.
Source: +info gear custom firearms pistols 99SC |
Browning Max-Power
The Browning is the Ares Predator’s primary competitor as the toughest heavy pistol.
Source: Shadowrun 3rd Edition, page 277 |
Browning Ultra-Power
This improved version of the Browning Max-Power is smaller than its predecessor, with the same intense punch. lt includes a built-in top-mounted laser sight.
Source: Cannon Companion, page 18 |
Cavalier Arms Cerberus *
The Cerberus was designed as a riot cop's sidearm. Selectable clips allow an easy switch from normal to gel (or whatever else you load) with the flip of a smartlinked selector switch. Its simple design and negligible kick make it a solid choice for prolonged engagements, where the more intricate parts of high-end weaponry can begin to wear and fail. The Cerberus has an internal Smartlink-2 processor and barrel and top mounts available.
Source: +info gear custom firearms pistols cerberus |
Cavalier Deputy
This reliable revolver is favored by rough types who affect a wild-west style. lt fires more quickly than the Ruger Super Warhawk, making it a solid adversary for automatic pistols. The Deputy cannot mount silencers.
Source: Cannon Companion, page 18 |
Colt Manhunter
Designed by famous bounty hunter Andrea McBaine to perform reliably under the most adverse conditions, the Manhunter is popular among law enforcement officers. The Manhunter features an integral top-mounted laser sight. Mounts Available: Barrel
Source: CC 18-19 |
Eichiro Hatamoto II
A single-shot large-bore defensive firearm, the Hatamoto II fires shotgun rounds from a heavy pistol sized package. This weapon uses the ranges for heavy pistols, but functions according to the shotgun rules. Mounts Available: Barrel, Top
Source: CC 18-19 |
FN 5-7C
This heavy pistol fires light pistol ammunition at an extremely high velocity. Capable of operating in standard auto and burst fire modes, the weapon's efficient design provides 1 point of recoil compensation. Mounts Available: Barrel, Top
Source: CC 18-19 |
IMI Nighthawk-SE*
This weapon is a re release of an old IMI favorite, the Desert Eagle. Using massive hot loaded cartridges with a newly designed barrel and chamber system not seen in lower caliber firearms, this pistol has extreme stopping power and range. To compensate, the firearm has an integral Gas Vent-II system to account for any recoil produced by the weapon, and uses proprietary ammunition to stop weapon jams before they start. - Accessories and Mods: Smartlink-1 (Integral), Gas Vent-II (Integral), Melee Hardening, Special Ammo, Shotgun Ranges. Mounts Available: Top. - Notes: Uses shotgun ranges. Special ammunition must be used to fire this weapon. The ammunition for this weapon comes in Standard, Ex, ExEx, and Hollow Point. This weapon can NEVER fire Capsule, Gel, Flechette, APDS, and AV rounds. Standard ammunition for this weapon must be purchased.
Source: Custom Denver MUSH |
IMI Nighthawk-SE*, ExEx Ammo
Source: Custom Denver MUSH |
IMI Nighthawk-SE*, Explosive Ammo
Source: Custom Denver MUSH |
IMI Nighthawk-SE*, Hollow Point Ammo
Source: Custom Denver MUSH |
IMI Nighthawk-SE*, Standard Ammo
Source: Custom Denver MUSH |
Morrissey Alta
The largest firearm in the Morrissey family, the Alta is designed to be just as stylish as the Elan or Elite. While it is small for the heavy pistol designation, its power provides that to be the correct classification. It has a built-in top-mounted laser sight. Mounts Available: Barrel
Source: CC 18-19 |
Morrissey Elite
A slightly smaller version of the Morrissey Alta, the Elite is considered a heavy pistol but uses the ranges for light pistols. Like the Alta, it features an integral top-mounted laser sight. Mounts Available: Barrel
Source: CC 18-19 |
Remington Roomsweeper
The short-barreled Roomsweeper heavy shotgun is popular with urban fighters for its high take-down capability and significant intimidation factor. (The weapon uses heavy-pistol ranges, but shotgun rules.) It can be loaded with normal rounds instead of shotgun rounds, in which case the weapon does 9M damage. Mounts Available: Barrel, Top
Source: SHR 277-278 |
Ruger Super Warhawk
This heavy revolver accepts all standard accessories except a silencer. Mounts Available: Top
Source: SHR 277-278 |
Ruger Thunderbolt LS
Because it is the chosen weapon of Lone Star, officers of that organization can recognize the sound of a Thunderbolt being fired from a considerable distance, and will harass and/or detain any non-Lone Star person carrying one. The Thunderbolt fires only in burst fire mode (already incorporated into the Damage Code), but incurs no recoil penalty on the first burst fired in a Combat Phase. The second burst suffers a +4 recoil penalty. Each Thunderbolt comes equipped with either a built-in top-mounted laser sight (model LS) or an internal smartgun system (model SL). Mounts Available for LS Model: Barrel
Source: CC 19 |
Ruger Thunderbolt SL
Because it is the chosen weapon of Lone Star, officers of that organization can recognize the sound of a Thunderbolt being fired from a considerable distance, and will harass and/or detain any non-Lone Star person carrying one. The Thunderbolt fires only in burst fire mode (already incorporated into the Damage Code), but incurs no recoil penalty on the first burst fired in a Combat Phase. The second burst suffers a +4 recoil penalty. Each Thunderbolt comes equipped with either a built-in top-mounted laser sight (model LS) or an internal smartgun system (model SL). Mounts Available for SL Model: Barrel, Top
Source: CC 19 |
Savalette Guardian
Inside the chrome-steel finish of this popular heavy pistol is a plethora of extras. The Guardian can fire a single three-round burst by using a Complex Action. Its design provides the equivalent for 1 point of recoil compensation and it comes with a built-in Smartgun system. Mounts Available: Barrel, Top
Source: CC 19 |
Winchester Gambler*
Direct out of the sim "Aces and Eights: Dead Man's Hand II" comes the Gambler, as used by action star Ace Manhattan. This under-over style derringer carries considerable stopping power in the form of a pair of 11 mm rounds. A Fuchita laser sight (in your choice of red, green, or blue) and dual triggers give you precision and power at your fingertips. At a light .7 kilograms, this weapon's ceramic frame and small profile makes it not only a work of art, but a potent deterrent in the arsenal of any bodyguard or executive protection agent. Each Gambler is an exacting replica of the weapon used in the movie, down to the intricately engraved glyphs along the barrel and the genuine mahogany grip. Also, each Gambler comes with the John "The Gambler" McCheedle forearm snap-holster, perfect for getting that gun into play fast.Game Notes: The Gambler's ceramic build makes it invisible to MADs. It comes with an integral laser sight. This weapon does not have any additional mounts for accessories. The Gambler may fire both its barrels simultaneously (treat as a Short Burst, SR3, p. 115). The Snap Holster is meant to be worn on the forearm and ejects the weapon into the player's hand by flexing of certain muscles in the arm. This holster is incompatible with forearm guards. It acts in all other ways (except where noted in the stats) as a Concealable Quickdraw Holster, and is designed specifically for the Gambler. Each Gambler pistol comes with the holster free of charge. Mounts Available: None
Source: Custom Denver MUSH |
WW Infiltrator
Marketed by Weapons World, a wholly owned subsidiary of Ares, the Infiltrator is a heavier version of the SA Puzzler. Just like the Puzzler, this weapon is completely composed of polyresin materials and cannot be detected by MADs. The gun can be broken down into component parts that mimic toiletries and other commonly carried items in a traveler's luggage, making it even easier to transport illegally. Recognizing the various components as belonging to a gun requires a Perception (10) Test or a Pistols B/R (6) Test. The Infiltrator can be easily assembled or disassembled with a Pistols B/R (4) Test and a base time of 10 Combat Turns. For maximum concealabilty, those attempting to smuggle this weapon often carry Hi-C plastic rounds for ammunition. Mounts Available (When Assembled): Barrel, Top
Source: CC 19 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Atchisson Black Panther* |
4 |
10(c)/10(c) |
SA/BF |
8S |
5.25 |
8/7d |
2150 |
2 |
4-F |
1 |
Shotguns |
Benelli Keymaster* |
-2 |
5(m) |
SS |
8S |
+2 |
10/1w |
1200 |
2 |
5P-E |
- |
Shotguns |
Defiance T-250 |
4 |
5(m) |
SA |
10S |
3 |
3/24h |
500 |
1 |
5P-F |
— |
Shotguns |
Enfield AS-7 |
3 |
10(c) |
SA/BF |
8S |
4 |
8/8d |
1000 |
1 |
5P-F |
— |
Shotguns |
Franchi SPAS-22 |
2(4) |
10(m) |
SA/BF |
10S |
4 |
6/8d |
1000 |
2 |
5-F |
(1) |
Shotguns |
Mossberg CMDT |
2 |
8(c) |
SA/BF |
9S |
4.25 |
8/8d |
1000 |
1 |
5-F |
— |
Shotguns |
Mossberg MAG-7 Persuader * |
5(3) |
12(c) |
SA/BF |
9S |
5.25 |
10/14d |
2600 |
2 |
5-F |
1 |
Shotguns |
Mossberg SM-CMDT |
2 |
8(c) |
SA/BF |
9S |
4.5 |
12/8d |
1000 |
2 |
3-F |
— |
Shotguns |
Remington 990 |
2 |
8(m) |
SA |
8S/10D(f) |
4 |
3/48h |
650 |
2 |
5P-F |
— |
Shotguns |
Street Sweeper |
— |
1(b) |
SS |
10S(f) |
3 |
5/24h |
200 |
2 |
3-F |
— |
Shotguns |
VG Bentley SxS* |
6 |
2(b) |
SA/BF* |
8S |
2 |
5/48h |
800 |
1 |
3-F |
— |
Shotguns |
Atchisson Black Panther*
The Atchisson Black Panther is a police and security weapon, with its dual selectable clips allowing units to select between two ammunition types at a moment's notice. It requires a Simple Action to change clips, or a Free Action if using the integral Smartlink. Its bullpup configuration gives it 1 point of recoil compensation. The Black Panther may accept barrel and top-mounted accessories. Game Notes: Integral Smartlink. Mounts Available: Barrel, Top
Source: Custom Denver MUSH |
Benelli Keymaster*
The Benelli Keymaster modular launcher system is a bolt-action shotgun, designed to be mounted under the barrel of a primary weapon. Before the advent of the Ares EBT, it was a relatively common sight among SWAT units for door breaching, providing quick access to specialised shotgun shells like the Shock Lock without having to bring an additional weapon. It is still popular among less well-funded police forces, and even if it is getting close to half a century old it is still effective and reliable. It can be fired via a thumb button or via smartlink, but must be cycled manually. Intended primarily as a door breaching tool, the short barrel reduces its effective range to that of Heavy Pistols and has a maximum choke setting of 4. It is operated using the Shotguns skill.
Source: Denver Custom |
Defiance T-250
A popular autoloading shotgun available in full-size and short-barrel versions. It has no underbarrel mount. The Damage Code is factored for slug rounds; if using shotgun (flechette) rounds the Damage Code is 10D(f). The short-barrel variant uses heavy pistol ranges, has Concealability 6 and does 9S(f) or 9M damage.
Mounts Available: Barrel, Top
Source: Shadowrun 3rd Edition, page 278 |
Enfield AS-7
This assault shotgun provides massive firepower. It has an integral, top-mounted laser sight and is fitted with a 10-shot clip or 50-shot drum (the drum adds –3 to Concealability, +2 kg to weight). If loaded with shotgun rounds (flechette) instead of slug rounds, the weapon has a Damage Code of 8D(f). Mounts Available: Barrel, Underbarrel
Source: SHR 278-279 |
Franchi SPAS-22
A thoroughly dangerous weapon, the SPAS-22 comes equipped with an integral smartlink-2 system and a folding stock that provides 1 point of recoil compensation when in use, reducing the weapon's Concealability by 2. Mounts Available: Barrel, Top, Underbarrel
Source: CC 23 |
Mossberg CMDT
The chosen shotgun for corp militaries in the Desert Wars, the SM version features an integral Smartgun link while the standard version is stripped down but includes a top-mounted laser sight instead. Mounts Available: Barrel, Top, Underbarrel
Source: CC 23 |
Mossberg MAG-7 Persuader *
The MAG-7 shotgun was developed by Mossberg specifically for close combat operations in confined spaces, particularly for law enforcement in urban areas. In terms of stopping power and short range firepower in general 12 gauge shotguns are hard to beat, but the pump-action shotgun of yesteryear proved too unwieldy. Having started out life as a conventional pump-action design the Persuader is possibly one of the most radically changed designs in the history of Mossberg. No longer pump-action, and now with a profile closer to that of an assault rifle than a shotgun the Persuader cuts an intimidating futuristic figure in any arsenal. Game Notes: External Smartlink-II, decreases Conceal to 2, add to cost. Design modifications and bullpup configuration provide 1 point of recoil compensation. Reduced barrel reduces ranges by 10 percent, and choke may not be set above 6. Mounts Available: Barrel, Top, Underbarrel
Source: Custom Denver MUSH |
Mossberg SM-CMDT
The chosen shotgun for corp militaries in the Desert Wars, the SM version features an integral Smartgun link while the standard version is stripped down but includes a top-mounted laser sight instead. Mounts Available: Barrel, Top, Underbarrel
Source: CC 23 |
Remington 990
One of the most common shotguns, the 990 is an all-purpose firearm popular with security forces. When firing standard slug rounds, its Damage Code is 8S, but the gun delivers a more powerful attack with shot rounds, increasing the damage to 10D(f). The 990 is also available in a sawed-off version, which increases the Conceal to 4 but reduces the Power of its attack by 2. Mounts Available: Barrel, Top, Underbarrel
Source: CC 23 |
Street Sweeper
This jury-rigged shotgun is commonly used by sprawl gangers. Not officially distributed by any corporation, this weapon's design has been popularized by several trid combat shows and can be easily downloaded off the Matrix or obtained from any underworld syndicate. -Similar to an old-fashioned musket gun, the Street Sweeper must be manually loaded for each shot with condensed black power cubes (10 =Y= per box of 10), which requires a Simple Action. The weapon's muzzle is then crammed full of any small, hard junk or debris within reach - rocks, glass, screws, nails, metal bits, plascrete chunks and so on. Loading this 'ammunition' requires at least one Simple Action, and the GM may require additional actions based on the availability of nearby debris. -When fired, the weapon forcibly ejects the debris as shrapnel. Use taser ranges, but also apply rules for shotgun choke settings. The gun has a fixed choke setting that must be determined at purchase. Street Sweepers cause damage using the flechette ammunition rules. The GM may choose to modify the Power of the Damage Code by -1 or +1, depending on the debris loaded into the barrel. - Mounts Available: None
Source: CC 23 |
VG Bentley SxS*
The VG Bentley SxS is one model among many of the classic, side by side double-barreled shotgun first invented in the 16th century and falling out of fashion with the advent of autoloading shotguns in the late 20th century. Most remaining models still in use like this one have been sawed-off, turning them into an easily concealed and deadly close range surprise. Due to this and the relative abundance of ammo these can be found under the long-coats of many a sprawl-dweller, worldwide. - Game Information: The Bentley may fire both its barrels simultaneously. Treat this as a short burst, SR3 Core pg 115. It uses Heavy Pistol Ranges and may not set choke higher than 6. Features: Sawed-off barrel. - Available Mounts: Top
Source: Custom Denver MUSH |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
AK-97 SMG/Carbine |
4(3) |
30(c) |
SA/BF/FA |
6M |
4 |
5/3d |
800 |
1 |
4-G |
(1) |
Submachine Guns |
Beretta Model 70 |
3 |
35(c) |
BF/FA |
6M |
3.75 |
5/3d |
900 |
1 |
4-G |
— |
Submachineguns |
Colt Cobra TZ-110 |
4(3) |
32(c) |
SA/BF/FA |
6M |
3 |
6/36h |
800 |
2 |
4-G |
2(3) |
Submachine Guns |
Colt Cobra TZ-115 |
4 |
32(c) |
SA/BF/FA |
6M |
3 |
6/36h |
750 |
2 |
4-G |
— |
Submachine Guns |
Colt Cobra TZ-118 |
5 |
32(c) |
SA/BF/FA |
6M |
3 |
6/36h |
850 |
2 |
4-G |
— |
Submachine Guns |
Colt M24A3 Water Carbine |
5 |
30(c) |
SA/BF |
6M |
3.5 |
5/48h |
1000 |
2.5 |
4-G |
— |
Submachine Guns |
Heckler & Koch HK227 |
4(3) |
28(c) |
SA/BF/FA |
7M |
4 |
4/24h |
1500 |
0.75 |
4-G |
2(3) |
Submachine Guns |
Heckler & Koch HK227-S |
5(4) |
28(c) |
SA/BF/FA |
7M |
3 |
10/7d |
1200 |
2 |
3-G |
(1) |
Submachine Guns |
Heckler & Koch MP-5 TX |
5 |
20(c) |
SA/BF/FA |
6M |
3.25 |
5/36h |
850 |
1 |
4-G |
2 |
Submachine Guns |
Heckler & Koch XSG* |
6(5) |
32(c) |
BF/FA |
6M |
2.75 |
12/7d |
2200 |
3 |
2-G |
3(4) |
Submachine Guns |
Ingram Smartgun |
5(4) |
32(c) |
BF/FA |
7M |
3 |
4/24h |
950 |
1 |
4-G |
2(3) |
Submachine Guns |
Ingram Supermach 100 |
5 |
40(c) |
SA/BF/FA |
6M |
3 |
9/48h |
850 |
3 |
4-G |
3 |
Submachine Guns |
Ingram Supermach 100, Extended Clip |
5 |
60(c) |
SA/BF/FA |
6M |
3.25 |
9/48h |
875 |
3 |
4-G |
3 |
Submachine Guns |
Ingram Warrior-10 |
4 |
30(c) |
SA/BF |
7M |
3 |
3/24h |
650 |
0.9 |
4-G |
— |
Submachine Guns |
Sandler TMP |
4(3) |
20(c) |
BF/FA |
6M |
3.25 |
5/36h |
500 |
1 |
4-G |
(1) |
Submachine Guns |
Savalette Praetorian* |
3 |
20(c)/20(c) |
SA/BF |
6M |
3.5 |
5/48h |
2000 |
1.5 |
4P-G |
2 |
Submachine Guns |
SCK Model 100 |
4 |
30(c) |
SA/BF |
7M |
4.5 |
5/36h |
1000 |
1 |
4-G |
— |
Submachine Guns |
Uzi III |
5(4) |
24(c) |
BF |
6M |
2 |
4/24h |
600 |
0.75 |
4-G |
(1) |
Submachine Guns |
Uzi IV PDW* |
4/4/5 |
32(c) |
SA/BF |
6M/9M/6L |
2.5 |
9/96h |
2000 |
3 |
4-G |
1(SMG) |
Pistols/Submachine Guns |
AK-97 SMG/Carbine
Originally a Soviet weapon, this SMG carbine is almost as common as the assault rifle it was spawned from. A folding stock provides +1 RC and -1 Concealment when deployed. Mounts Available: Barrel, Top, Underbarrel
Source: SHR 277-278 |
Beretta Model 70
Boasting a large ammo capacity, a built-in top-mounted laser sight and an integral barrel-mounted sound suppressor, the Model 70 crams a lot of value into a dangerous package.
Mounts Available: Underbarrel
Source: Cannon Companion, page 21 |
Colt Cobra TZ-110
The chosen SMG of special forces units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas vent system, and the TZ-118 replaces the stock and gas vent system with an integral smartlink system. Mounts Available: Top, Underbarrel
Source: CC 20-21 |
Colt Cobra TZ-115
The chosen SMG of special forces units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas vent system, and the TZ-118 replaces the stock and gas vent system with an integral smartlink system. Mounts Available: Barrel, Underbarrel
Source: CC 20-21 |
Colt Cobra TZ-118
The chosen SMG of special forces units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas vent system, and the TZ-118 replaces the stock and gas vent system with an integral smartlink system. Mounts Available: Barrel, Top, Underbarrel
Source: CC 20-21 |
Colt M24A3 Water Carbine
Designed for underwater combat, this weapon's firing chamber is completely sealed. Air is drawn from a diver's scuba tank or air source through an inlet valve in the butt and into the firing chamber, allowing regular ammunition to be used underwater. Positive pressure from the air source ensures no water rushes in during firing, and a purge valve flushes out any water taken in while changing clips. - The water carbine only uses caseless rounds and ignores the side effects applied to firearms during water combat. It must be connected to an air source to fire underwater. When used out of water, it functions as a normal weapon. - Mounts Available: Barrel, Top, Underbarrel
Source: CC 20-21 |
Heckler & Koch HK227
This gun is the SMG of choice for many corporate and military security forces. The standard model boasts a retractable stock that provides 1 point of recoil compensation, integral laser sights (underbarrel mount), and a Rating 2 gas vent recoil compensation system (barrel mount). The S variant, popular with corporate strike teams and special forces, substitutes an integral sound suppressor for the recoil system. Mounts Available: Top
Source: SHR 277-278 |
Heckler & Koch HK227-S
This gun is the SMG of choice for many corporate and military security forces. The standard model boasts a retractable stock that provides 1 point of recoil compensation, integral laser sights (underbarrel mount), and a Rating 2 gas vent recoil compensation system (barrel mount). The S variant, popular with corporate strike teams and special forces, substitutes an integral sound suppressor for the recoil system. Mounts Available: Top
Source: SHR 277-278 |
Heckler & Koch MP-5 TX
A compact adaptation of the HK 227, the MP-5 TX includes a built in gas vent II system in the barrel and an underbarrel mounted laser sight. Mounts Available: Top
Source: CC 20-21 |
Heckler & Koch XSG*
Originally designed for the personal protection services of Saeder Krupp executives, this weapon has gained notoriety in the shadow community as the go-to SMG for concealable firepower. The XSG is comprised almost entirely of plastic and ceramic construction, leaving it nearly invisible to MAD scanning devices in order to ensure the protection and discretion of the protected. Its design looks like a compact block of material when attached to a harness under jacket or coat, but a draw and a button press or cybernetic command has the stock and foregrip unfurl simultaneously, deploying to a deadly package that allows for superb control of fire given its small size. The weapon's short barrel adds to the concealability and the efficacy of the weapon's use in tight spaces, and the barrel assembly itself is specially designed to conceal firing noise from those attempting to locate a protection detail utilizing the surprise of the weapon. It is made with both natural and cybernetically augmented individuals in mind, with an option for an internal laser sight or Smartlink-2 system available from the catalog. - A word of warning for those private contractors and deniable specialists using the XSG: The firearm is considered to have two users, and two users only: Bodyguards, or assassins. Most professionals will assume, if you are caught with one, that you are the latter by default, unless proven otherwise. - Game Notes: Ceramic Components 2 (+4 to MAD Detection), Integral Recoil Compensation 2, Integral Foregrip, Integral Sound Suppressor, Integral Folding Stock. - Mounts Available: Top
Source: Cutsom Denver MUSH |
Ingram Smartgun
A favorite of street samurai, this weapon comes equipped with an integral Smartgun link, folding shoulder stock (1 point of recoil compensation), and a barrel-mounted, Rating 2 gas-vent recoil compensation system. Mounts Available: Top, Underbarrel
Source: SHR 277-278 |
Ingram Supermach 100
Classified as a high-velocity "super machine gun", the SuperMach has an impressive autofire speed. The weapon's unique recoil reduction design provides 3 points of recoil compensation. Both a standard 40 round clip and an expanded 60 round clip are available. Empty 60 round clips cost 25 nuyen. -In burst-fire mode, the SuperMach fires 6 round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts: a single burst incurs a recoil of +6 (+3 with compensation), and a second burst in the same Combat Phase would suffer +12 (+9) -In full-auto mode, the SuperMach fires at at maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst. - The SuperMach 100 cannot accommodate barrel-mount accessories. Mounts Available: Top, Underbarrel
Source: CC 20-21 |
Ingram Supermach 100, Extended Clip
Classified as a high-velocity "super machine gun", the SuperMach has an impressive autofire speed. The weapon's unique recoil reduction design provides 3 points of recoil compensation. Both a standard 40 round clip and an expanded 60 round clip are available. Empty 60 round clips cost 25 nuyen. -In burst-fire mode, the SuperMach fires 6 round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts: a single burst incurs a recoil of +6 (+3 with compensation), and a second burst in the same Combat Phase would suffer +12 (+9) -In full-auto mode, the SuperMach fires at at maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst. - The SuperMach 100 cannot accommodate barrel-mount accessories. Mounts Available: Top, Underbarrel
Source: CC 20-21 |
Ingram Warrior-10
Considered to be one of the most reliable SMGs in service, the Warrior-10 is commonly used by mercenaries. Its lack of a full-auto mode is offset by the weapon's penetration ability. Mounts Available: Barrel, Top, Underbarrel
Source: CC 20-21 |
Sandler TMP
A submachine gun for the cost-conscious, the Sandler TMP is the most inexpensive firearm in its class. It includes a top-mounted laser sight and a folding stock that provides 1 point of recoil compensation when in use. Mounts Available: Barrel, Underbarrel
Source: CC 20-21 |
Savalette Praetorian*
The Savalette Praetorian was a weapon pushed for home defense for veterans and retired security officers. With features similar to submachineguns often used by such organizations, and dual clip to ease a nonlethal option, the Savalette Praetorian has been dubbed, 'the next new option for home defense.' Its fixed stock and large proportions, and nonlethal ammo options enabled it to evade the legal restrictions on most submachineguns. - Accessories: Integral Gas Vent II, Fixed Stock, Dual Clip. - Mounts available: top, underbarrel.
Source: Custom Denver MUSH |
SCK Model 100
This gun is the weapon of choice for most Japanese security forces around the world, including the infamous Renraku Red Samurai. It features an internal Smartgun system, and Tokyo manufacturer Shin Chou Kogyo also packed more power into the SCK 100 than most other SMGs. Mounts Available: Barrel, Top, Underbarrel
Source: CC 21 |
Uzi III
A worthy descendant of the famous Israeli Uzi. The Fabrique Nationale model, officially manufactured for the French government, is a common street weapon. It features an integral folding stock that provides 1 point of recoil compensation, and a top-mounted laser sight. Mounts Available: Barrel, Underbarrel
Source: SHR 277-278 |
Uzi IV PDW*
The UZI IV PDW is the newest iteration of an old classic, now reconfigurable to a number of platforms and uses. The UZI IV PDW can be easily and quickly reconfigured as either a submachine gun (Conceal 4, Damage 6M, BF only), a heavy pistol (Conceal 4, Damage 9M, SA only), or a machine pistol (Conceal 5, Damage 6L, BF only), with different barrel lengths and assemblies on the same action. Breaking down, assembling it, or converting it from one configuration to another takes a Submachine Guns B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a small case. - Each configuration of the UZI IV PDW features an integral sound suppressor and uses different stats and requires a different skill: Submachine Guns skill (SMG) or Pistols skill (Machine Pistol or Heavy Pistol). A recoil-balancing underbarrel system is built into the longer barrel of the SMG configuration, while the integral suppressor acts as a silencer in Heavy Pistol configuration. Use the range and firearm rules appropriate to the configuration. All configurations use submachine gun ammunition. - Accessories: Integral Suppressor, Folding Stock, Underbarrel Weight (SMG only). - Mounts available: top.
Source: Custom Denver MUSH |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Barrett Model 121 |
— |
14(c) |
SA |
14D |
10 |
14/30d |
4,800 |
5 |
2-J |
(2) |
Rifles |
Colt Equalizer* |
4 |
9(c) |
SA |
10M |
5.75 |
8/7d |
4000 |
2 |
3P-F |
— |
Rifles |
Colt Equalizer*, Combo Scope |
-2 |
— |
— |
— |
— |
— |
— |
— |
— |
— |
— |
H&K PSG70SD* |
— |
12(c)/12(c) |
SA/BF |
9S |
7 |
12/7d |
6500 |
3 |
2-H |
1 |
Rifles |
Ranger Arms SM-3 |
— |
5(m) |
SA |
14S |
4 |
12/7d |
4000 |
4 |
2-J |
2 |
Rifles |
Walther MA-2100 |
— |
10(m) |
SA |
14S |
4.5 |
12/7d |
6500 |
4 |
2-J |
— |
Rifles |
Wraith Ceramic Sniper Rifle* |
— |
5(m) |
SA |
14S |
3.5 |
16/30d |
4600 |
5 |
unlisted |
— |
Rifles |
Barrett Model 121
A heavy sniper rifle useful against both armored and unarmored targets, the Model 121 can use only its own special ammunition. Equipped with both an integral barrel-mounted silencer and Smartgun system, this gun is well balanced, silent and deadly. Its heavy caliber gives the Model 121 a +2 recoil on each shot (including the first). This recoil can be partially offset by the weapon's folding bipod, which provides two points of recoil compensation.
Mounts Available: Top
Source: Cannon Companion, page 21 |
Colt Equalizer*
The Colt Equalizer was produced by Colt in response to a request from Knight Errant for a close-range sniper rifle for their SWAT teams, suitable for urban terrain and high mobility. This rifle is almost 90% plastic, and can survive a 4 foot drop with no scratches and without losing its zero. Gas operated, and with a barrel just 13 inches long, this rifle excels at both room clearing and sniping. — "Yeah, now here's what they don't tell you - the batteries on the sight only last for about six hours of continuous use, so keep a couple spares on you. The receiver is great, but the recoil spring jams if you get even a single grain of dirt in it, cleaning is a bitch. Oh, and its not ambidextrous. Lefties have to buy the -L model, or get hot brass ejected on your cheek." - Nightfire (21:53:44 8-4-64). — "And don't believe that '90\%' plastic drek. There's still plenty of metal in the thing to get detected by MAD scanners." Harold (08:29:16 8-5-64) — Features: Integral Smartlink-1, integral silencer, can be disassembled with 3 Complex actions to fit in a briefcase. Combination scope comes standard, and can be attached or detached with a single Complex action. Counts as a Rifle for skills, but uses Assault Rifle range. The Combination Scope is an optical Magnification Scope Rtg 3 with a Low-light system. As standard, the Smartlink may not be used at the same time as the scope. The Smartlink or scope may be upgraded, but in all other respects, this gun may not be modified in any way. There are no available mounts, and the custom engineering precludes any further modification. Not even grips. - Mounts Available: None
Source: Custom Denver MUSH |
Colt Equalizer*, Combo Scope
Source: Custom Denver MUSH |
H&K PSG70SD*
Hechler & Koch's entry in the police marksman rifle range released in 2070. It incorporates the versatility of multiple ammunition loads demanded by modern SWAT teams with sound suppression for urban use. The original design was briefly marketed under the name CSR68 but the rights were purchased by H&K in 2069 and development continued for a further year with their veteran designers to produce the final product. - Integrated features and accessories: Sound Suppressor (Barrel), Bipod (Underbarrel), Rangefinder (Top), Smartlink-2, Dual Magazine, Integrated Recoil Compensation 1; Note: The Heckler & Koch PSG70SD suffers double penalty for uncompensated recoil, like a Heavy Weapon. For purposes of mounting this in a vehicle, it is considered a Medium Machine Gun.
Source: Custom Denver MUSH |
Ranger Arms SM-3
This weapon features a combined barrel-mounted, Rating 2 gas-vent recoil compensator and silencer, as well as a Rating 3 imaging scope magnification (top mount) with thermographic or low-light circuits. It disassembles completely and will fit into a standard briefcase; assembling or disassembling the gun takes three Complex Actions. Ideal for the assassin on the go, the SM-3 does not stand up well to combat use. The number of turns that this rifle is carried and used as a combat weapon (outside its intended sniper role) equals the chance on a roll of 2D6 that the weapon will suffer a +2 target number modifier from loss of alignment of its precision and calibrated parts. For example, John uses his SM-3 to discourage his pursuers while making a strategic retreat through a garbage-cluttered alley. His rifle gets bumped around for 3 turns. If his player gets a 3 on a 2D6 roll, John must add +2 to all target numbers for tests using the weapon. Mounts Available: Underbarrel
Source: SHR 278 |
Walther MA-2100
The chosen sniper rifle of the Confederated American States Army, the MA-2100 comes with an internal Smartgun system. Designed to military specifications, the Walther is reliable and free of the design instabilities of other sniper rifles. Mounts Available: Barrel, Top, Underbarrel
Source: CC 21 |
Wraith Ceramic Sniper Rifle*
Made entirely out of ceramics and non-metallic components, this style of weapon is the nightmare of many a security force. Invisible to MAD sensors this sniper system can be disassembled to fit in a briefcase or backpack in the same styling of the Ranger M-3. Due to the nature of the rifle's construction no electronic or metal components or attachments can be installed without ruining the MAD Invisibility, meaning that the weapon requires a skilled operator to compensate for the lack of a smartlink system. HI-C ammunition is not required, however standard rounds may also compromise the ability to hide from MAD detection. - Accessories: Integral Bipod, Integral Silencer, Integral Optical Vision Magnification 3 Scope. - Mounts Available: None
Source: Custom Denver MUSH |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Remington 750 |
3 |
5(m) |
SA |
7S |
3 |
3/24h |
600 |
1 |
5P-F |
— |
Rifles |
Remington 950 |
2 |
5(m) |
SA |
9S |
4 |
3/24h |
800 |
1 |
5P-F |
— |
Rifles |
Ruger 100 |
2 |
5(m) |
SA |
7S |
3.75 |
3/24h |
1300 |
1 |
5P-F |
— |
Rifles |
Springfield M2I* |
— |
20(c) |
SA |
10S |
5 |
6/4d |
2500 |
2 |
4P-F |
— |
Rifles |
Remington 750
Long and sleek, the 750 sport rifle uses smooth bolt-action and include a Rating 1 top-mount image magnifying scope. It cannot take underbarrel-mounted accessories.
Mounts Available: Barrel
Source: Shadowrun 3rd Edition, page 278 |
Remington 950
Long and sleek, the 950 use smooth bolt-action and include a Rating 1 top-mount image magnifying scope. Neither weapon can take underbarrel-mounted accessories. Mounts Available: Barrel
Source: SHR 278 |
Ruger 100
The sport rifle used by many professional hunters, the Ruger 100 features sturdy wood and high-impact plastic materials, ensuring durability. It also features a built-in magnification 3 imaging scope (top-mounted). Mounts Available: Barrel, Underbarrel
Source: CC 21 |
Springfield M2I*
Based on Springfield's venerable M1A rifle, itself a descendent of the M14 which in turn traces itself from the M1 Garand of WWII fame, this rifle is produced under license by a number of manufacturers from Monobe Japan to Ares Arms. Essentially a very similar rifle to the original M1, the M2I is an extremely traditional rifle that only serves as an incremental update of the older rifles by adopting a modern calibre and material construction. Reports on the rifle's reliability vary depending on original manufacturer but most reviewers agree: it packs a hell of a punch at a range more than suitable for civilian hunting and sport shooting purposes. - Integrated features and accessories: None; Note: The Springfield M2I suffers double penalty for uncompensated recoil, like a Heavy Weapon. For purposes of mounting this in a vehicle, it is considered a Medium Machine Gun.
Source: Custom Denver MUSH |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Defiance Super Shock |
4 |
4(m) |
SA |
10S Stun |
2 |
5/24h |
1,000 |
1 |
6P-E |
— |
Pistols |
Underbarrel Defiance Super Shock* |
-2 |
4(m) |
SS |
10S Stun |
+2 |
6/36h |
1,500 |
1.5 |
6P-E |
- |
Pistols |
Yamaha Pulsar |
5 |
4(m) |
SA |
8D Stun |
2 |
12/7d |
1350 |
2 |
6P-E |
— |
Pistols |
Defiance Super Shock
The most popular taser weapon in service with UCAS law enforcement agencies, the SS packs side by side heavy darts. Standard issue models have integral lowlight imaging scopes (top mount).
Mounts Available: None
Source: Shadowrun 3rd Edition, page 278 |
Underbarrel Defiance Super Shock*
The issue of lethal vs non-lethal force often speaks trouble for many police and security units. While less-than-lethal force can often be sufficient to disarm a situation, loading your standard issue shotgun with stun shells or gel slugs leaves you without an immediately available lethal option if needed, a mistake that may cost an officer's life. To enable an operative to keep the full-power load in his shotgun or assault rifle but also have quick access to a non-lethal alternative, Defiance has released a version of their bestseller the Super Shock, intended to be mounted under the barrel of any conventional firearm and will only fire self-contained capacitor darts, rather than the more traditional wired darts. Rules: The underbarrel taser is operated by the same skill as the weapon upon which it is mounted. In all other aspects, it is subject to the usual rules for tasers, including effective range.
Source: Denver Custom |
Yamaha Pulsar
The Pulsar fires capacitor darts at a target, eliminating the wires that trail from the dart to the weapon common with other tasers. The darts modulate the discharge voltage, maximizing its disruptive effect on neural signals. Mounts Available: Top
Source: CC 19 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Executive Protector |
10(3) |
35(c) |
SA/BF/FA |
6M |
5(3) |
6/3d |
2000 |
1.5 |
4-G |
(1) |
Submachine Guns |
Blowgun |
7 |
1(b) |
SS |
Special |
0.25 |
4/12h |
10 |
1 |
10-D |
— |
Blowgun |
Bracer |
7 |
1(b) |
SS |
6L |
0.3 |
12/7d |
1300 |
3 |
8P-E |
— |
Bracer/default |
FN-AAL Gyrojet Pistol |
5 |
10(c) |
SA |
12M(12S) |
2 |
4/48h |
1000 |
2 |
6-K |
— |
Gyrojet Pistol/default |
Gun Cane |
2/9 |
1(b) |
SS |
6L |
1 |
10/7d |
500 |
2 |
8P-E |
— |
Gun Cane/default |
Net Gun, Large |
3 |
4(b) |
SA |
special |
4.5 |
8/36h |
1150 |
2 |
6P-E |
— |
Shotguns |
Net Gun, Normal |
4 |
4(b) |
SA |
special |
4 |
8/36h |
750 |
2 |
6P-E |
— |
Shotguns |
Speargun |
— |
1 |
SS |
6M |
2 |
3/24h |
800 |
1 |
5P-D |
— |
Speargun/default |
Ares Executive Protector
Designed by Ares for bodyguards who need to retain a respectable image and still pack serious firepower, the Protector is a submachine gun built into a briefcase. When carried in its discreet disguised form, the only thing differentiating a Protector from a normal briefcase is the depressed firing stud in the handle and the concealed barrel port on the briefcase's side. Smartlinked versions do not even feature the firing stud because they are fired cybernetically. - Though it can be fired while in the form of a briefcase, a simple mechanism allows the user to detach the Protector SMG, breaking away from the briefcase trappings. This requires a Simple Action. In either mode, the Protector requires the Submachine gun skill to use. In briefcase mode, the Protector suffers double uncompensated recoil. - The Protector features an integral sound suppressor and may mount only underbarrel accessories. A folding stock may be used when it is broken away from the briefcase, providing 1 point of recoil compensation. This weapon can only use caseless ammunition. In briefcase form, the Protector's Concealability is 10; the gun alone has a concealability of 3. - Available Mounts: Underbarrel
Source: CC 30-31 |
Blowgun
A blowgun is simply a long, narrow tube used to propel a dart or large needle by blowing forcefully through the tube. Though the weapon offers the advantage of being absolutely silent, users must be careful not to inhale and swallow the projectile. Because the darts and needles inflict only a pinprick wound, blowguns are primarily used to inject the target with a toxin or compound.
Double the effectiveness of Impact armor against a blowgun needle or dart. A box of 20 needles or darts can be purchased for 5 nuyen.
Source: Cannon Companion, page 31 |
Bracer
This is a large platinum bracelet designed to fire a single bullet. A small button just below the wrist fires the weapon. Because it lacks a barrels, the bracer is somewhat inaccurate and modified the target number by +1 when firing. The bracer uses the hold-out pistol ranges, and it cannot mount any accessories.
Source: CC 31 |
FN-AAL Gyrojet Pistol
The preferred weapon of the British Special Boat Squadron, the gyrojet pistol fires miniature 6mm rockets that propel themselves at a target and explode upon impact. Initially developed for underwater combat (where the hydrostatic force of the explosion increases its effectiveness), gyrojet pistols may also be used on land. Gyrojet pistols can mount accessories in the same way as any other heavy pistol, and suffer recoil per standard firearm rules. They use heavy pistol ranges when fired underwater and shotgun ranges when fired on land. When used underwater, increase the Damage Level of gyrojet rockets by one. Available Mounts: Top, Barrel, Underbarrel
Source: CC 31 |
Gun Cane
An ordinary looking walking stick, the gun cane is built with a mechanism to fire a single bullet from the top. The concealabity rating of the weapon is 2 if the entire cane is being hidden, and 9 if observers are trying to detect a firing mechanism within it. The gun cane uses hold out pistol ranges and cannot mount any accessories.
Source: CC 31 |
Net Gun, Large
This nonlethal weapon fires an expanding fiber net that envelops and restrains the target. Net guns come in two sizes, normal and large. The large version is designed to restrain bigger metahumans such as trolls, though it can fire the normal sized nets as well. The net gun cannot mount any accessories. A character firing a netgun uses the Shotguns skill and shotgun ranges. Netguns suffer the same recoil as heavy weapons. Netguns have a minimum range of three meters. - The target of a net gun shot can attempt to dodge, but must apply a +1 TN modifier (+2 if the character is a dwarf or equally small). If a large net is used against a character smaller than a troll, add an additional +1 TN modifier to the dodge. If a small net is used against a troll-sized or larger character, apply a -1 TN modifier to the dodge test. - If the character fails to dodge and the attacker's successes equal or exceed half the target's Quickness (round down), the character is knocked down and immobilized, trapped under the net. make an Open Test, using 1 die for each of the attacker's successes. The resulting high die is the TN for the Strength or Quickness Test to break free. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the TN by 1. - Characters who are struck but not entangled must still make a knockdown test against a TN of 5 (8 for the large net). Only one success is required to remain standing. - Use a Barrier Rating of 6 for cutting through a net.
Source: CC 31 |
Net Gun, Normal
This nonlethal weapon fires an expanding fiber net that envelops and restrains the target. Net guns come in two sizes, normal and large. The large version is designed to restrain bigger metahumans such as trolls, though it can fire the normal sized nets as well. The net gun cannot mount any accessories. A character firing a netgun uses the Shotguns skill and shotgun ranges. Netguns suffer the same recoil as heavy weapons. Netguns have a minimum range of three meters. - The target of a net gun shot can attempt to dodge, but must apply a +1 TN modifier (+2 if the character is a dwarf or equally small). If a large net is used against a character smaller than a troll, add an additional +1 TN modifier to the dodge. If a small net is used against a troll-sized or larger character, apply a -1 TN modifier to the dodge test. - If the character fails to dodge and the attacker's successes equal or exceed half the target's Quickness (round down), the character is knocked down and immobilized, trapped under the net. make an Open Test, using 1 die for each of the attacker's successes. The resulting high die is the TN for the Strength or Quickness Test to break free. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the TN by 1. - Characters who are struck but not entangled must still make a knockdown test against a TN of 5 (8 for the large net). Only one success is required to remain standing. - Use a Barrier Rating of 6 for cutting through a net.
Source: CC 31 |
Speargun
Spearguns use a powerful carbon-dioxide charge to launch a long metal spear. While only one spear may be loaded at a time, a single spear usually accomplishes the desired goal. Spearguns use the same ranges as submachine guns.
Source: CC 31 |
Heavy Weapons
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares HV MP-LMG |
— |
80(c)/belt |
SA/BF/FA |
6S |
8 |
20/14d |
4,500 |
4 |
2K |
3 |
Heavy Weapons |
Ares MP-LMG |
— |
50(c)/belt |
BF/FA |
7S |
7.5 |
6/5d |
2200 |
2 |
2-H |
2(3) |
Heavy Weapons |
FN-SHAWS* |
— |
30(c) |
SA/BF |
9S |
7.5 |
10/7d |
5000 |
2.5 |
2-H |
2 |
Heavy Weapons |
GE Vindicator Minigun |
— |
50(c)/belt |
FA |
7S |
15 |
24/14d |
2500 |
2 |
1-K |
— |
Heavy Weapons |
Ingram Valiant |
— |
50(c)/belt |
BF/FA |
7S |
9 |
6/5d |
1500 |
2 |
1-H |
2(3) |
Heavy Weapons |
Ares HV MP-LMG
This man-portable light “super machine gun” fires light pistol rounds at an extremely high velocity. The weapon’s ergonomic design incorporates an internal smartlink-2 system and provides 3 points of recoil compensation, but it cannot accommodate barrel-mounted accessories.
In burst-fire mode, the Ares HV MP-LMG fires 6-round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts (see burst-fire rules for Ingram SuperMach 100, p. 20).
In full-auto mode, the HV MP-LMG has a maximum rate of 18 rounds per Combat Phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst (see p. 115, SR3).
Source: Cannon Companion, page 26 |
Ares MP-LMG
The most popular light machine gun with military units worldwide, this weapon comes equipped with an integral underbarrel-mount laser sight, integral barrel-mount gas vent 2 system, hip pads. It may use 50 round ammo boxes or 100 round belts. Available Mount: Top
Source: CC 26 |
FN-SHAWS*
FN's venerable battle rifle, development began in 2044, ending in 2046 with the twin FN-MARS and FN-SHAWS built to accomodate a rifle requirement issued by the Corporate Court. FN was under contract to sell the rifles only to a select few AAA Corporations which was held until 2062. These saw numerous actions during Operation RECIPROCITY which took place in 2048, causing some to believe they were developed specifically for that purpose. Many Desert Wars veterans swear by their reliability and stopping power, and since the lapse of the contract they have finally started becoming available more generally. The FN-SHAWS, or Squad Heavy Automatic Weapon System, is a support weapon designed to combine the mobility of a light machinegun with the additional stopping power of a medium machinegun, on a platform more familiar to your every day rifleman. - Integrated features and accessories: Gas-Vent IV (Barrel), Bipod (Underbarrel), Smartlink-1, Integrated Recoil Compensation 2; Note: The FN-SHAWS, as a Heavy Weapon, suffers from double uncompensated recoil. For purposes of mounting this in a vehicle, it is considered a Medium Machine Gun.
Source: Custom Denver MUSH |
GE Vindicator Minigun
A six-barreled weapon, much like a gatling gun. When activated, the barrels begin to spin, requiring 1 combat turn to reach firing speed, and make a very recognizable (and loud) sound when doing so. the weapon cannot be fired until it reaches this speed. The Vindicator fires 15 rounds per Complex Action, and this rate cannot be adjusted. The batteries last for 10 minutes of firing and require 1 hour to recharge. The Vindicator cannot mount any barrel-mount accessories. Available Mount: Top
Source: CC 26 |
Ingram Valiant
Most popular with mercenary units, this is the most common version of the light machine gun. It includes a hip brace recoil pad (1 pt. recoil compensation) and integral gas vent 2 barrel-mount. Available Mount: Top
Source: SR3 279 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
FN MAG-5 MMG |
— |
50(box)/belt |
FA |
9S |
9.5 |
18/14d |
3,200 |
3 |
2-H |
2(8) |
Heavy Weapons |
IWS L325* |
— |
50(c)/50(c) |
FA |
9S |
11.95 |
16/18d |
10075 |
3 |
2-H |
2(4) |
Heavy Weapons |
Ultimax MMG |
— |
40(c)/belt |
FA |
9S |
12(20) |
14/14d |
2500 |
2 |
2-H |
(6) |
Heavy Weapons |
FN MAG-5 MMG
Produced by Fabrique National, the FN MAG-5 is equipped with a top-mounted laser sight, a barrel-mounted gas-vent II system that provides 2 points of recoil compensation and a folding tripod stand as an underbarrel accessory. The weapon can accept either a 50-round ammunition box or a belt.
Source: Cannon Companion, page 26 |
IWS L325*
The IWS L325 was designed as a heavy weapon meant to be used by both military police and paramilitary constabulary forces, as an equalizer for increasingly heavily armed gangs, crime syndicates, and shadowrunners, drawing heavily from the British Army's experiences fighting in the Lambeth Containment Zone (the name, a designation number for British military weaponry, belays its origins as a limitedly accepted weapon among units patrolling the Squeeze). Unlike heavier weapons like the M107 and even the competing MAG-5, the L325 focuses on high mobility, high adaptability and quick action, built with exceedingly light composites and around an incredibly efficient design. The weapon itself has two clip feeds, allowing a soldier to switch from gel to regular rounds in any riot situation, or from regular to AV in prolonged urban combat. Also noticeable is its switchable barrel system, which includes the odd-addition of a suppressor, for many law enforcement organizations who wish to keep operations low-key and noise disturbance to a minimum. While the L325 has had generally positive reviews, it is not without its problems, most experienced operators criticizing the triggerless firing system (added mainly to keep the overly Smartlink-less Lambeth Martyrs from capturing and using the L325 as a 'trophy' weapon), the lack of total compensation from its alternate, gas-vented barrel, and its limited, fifty round clips, which necessitate frequent reloading in prolonged engagements. - Game Notes: The L325, as a Heavy Weapon, suffers from double uncompensated recoil. Its efficient design gives it two points of integral recoil compensation. The barrel is designed as an interchangeable porting system, allowing it to affix either a suppressor or a Gas Vent II (both included). While in combat or other stressful situation, changing the barrels requires a Heavy Weapons B/R (4) test, with a base time of six Combat Turns. The ported barrels may be changed freely outside of combat without a test. The L325 must use one of the two ported barrels, and may not have the barrel mount modified in any other way. The L325 can only use caseless ammunition. Finally, the L325 does not have a manual trigger, requiring a Smartlink to fire. Mounts Available: Top
Source: Custom Denver MUSH |
Ultimax MMG
This Singapore-produced medium machine gun is a favorite in the Pacific Rim and with merc groups everywhere. It accepts belt feeds, and though usually tripod-mounted (RC 6, weight + 8kg), can be carried on a gyro-stabilized mount. Available Mounts: Barrel, Underbarrel, Top
Source: SR3 279 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
RPK HMG |
— |
40(c)/belt |
FA |
10S |
15 |
18/14d |
4,000] |
2 |
2-H |
(6) |
Heavy Weapons |
Stoner-Ares M107 |
— |
40(c)/belt |
FA |
10S |
12.5(20.5) |
18/14d |
5200 |
3 |
2-H |
3(9) |
Heavy Weapons |
RPK HMG
A Russian-made heavy machinegun, usually mounted on a fold-out tripod. This weapon can use belt feeds.
Source: Shadorwun 3rd Edition, page 279 |
Stoner-Ares M107
Used by the UCAS Armed Forces, the M107 may be the deadliest fully automatic machine gun on the market. It comes equipped with an integral top-mount laser sight and integral barrel-mount gas vent 3 system. It also comes with a detachable underbarrel mounted tripod that provides 6 points of recoil compensation when in use. Available Mounts: None
Source: CC 26 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Ares Odinsson Railgun* |
— |
50(c), battery pack |
SS |
18D |
15+10+8 |
24/60d |
40000 |
5 |
1-K |
(6) |
Heavy Weapons |
Ares Odinsson Railgun*, Ammo |
— |
— |
— |
— |
1 |
24/60d |
1000 |
5 |
1-K |
— |
— |
Ares Vigorous Assault Cannon |
— |
20(c)/belt |
SS |
18D |
20 |
16/14d |
6500 |
2 |
2-H |
— |
Heavy Weapons |
Panther Assault Cannon |
— |
22(c)/belt |
SS |
18D |
18 |
16/2w |
6,500 |
2 |
2-H |
— |
Heavy Weapons |
Ares Odinsson Railgun*
The engineers at Ares decided to prove conclusively that a man-portable railgun couldn't be made… and much to their amazement, they proved themselves wrong. The Odinsson is a working magnetic accelerator, throwing a 5mm tungsten-ferrous payload at supersonic velocities at the enemy target. The distinctive sound of the Odinsson can be heard up to a kilometer away, a sharp whip crack as the ball bearing projectile breaks the sonic barrier. Although long (almost 3 meters) and heavy (15 kilos even without the necessary power pack, which is worn as a 10 kilogram backpack), the Odinsson can in fact be fired by a single man, although unless on its integral recoil-bracing tripod, it automatically is inaccurate (add +3 to the TN of the weapon due to recoil if not fired from a tripod) and causes enough recoil to break bones (user must resist 10M physical damage if not fired from its tripod, -1 Power per 2 points of recoil adjustment modifications added). - Notes: Comes with underbarrel-mounted tripod (see description). Will not accept barrel-mounted accessories. The Oddinsson uses standard Assault Cannon ranges + 10%. The Odinsson inflicts damage vs. Impact Armor, not Ballistic. - Available Mount: Top
Source: Custom Denver MUSH |
Ares Odinsson Railgun*, Ammo
Railgun ammunition; 5mm tungsten-ferrous shells for supersonic velocity.
Source: Custom Denver MUSH |
Ares Vigorous Assault Cannon
This massive weapon fires shells equivalent to explosive bullets, but without the bullets inherent instability. It can use belted ammo. Available Mounts: Top, Barrel, Underbarrel
Source: SR3 279 |
Panther Assault Cannon
This lethal assault weapon fires stable superplast explosive warheads, guaranteed to take out even the toughest opponents. The weapon comes with either a detachable underbarrel-mounted folding bipod, or a shoulder strap and hip-brace (p. 34), for trolls who can carry the load.
Source: Cannon Companion, page 26 |
Launch Weapons
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Ares Antioch |
6(-3) |
6(m) |
SS |
As Grenade |
+2 |
8/96h |
1,700 |
3 |
1-J |
Launch Weapons |
Ares B-783 Boomer-12* |
2 |
12(cy) |
SS |
as mini-grenade |
6 |
6/48h |
2500 |
3 |
1-K |
Launch Weapons |
Ares B-783 Boomer-6* |
4 |
6(cy) |
SS |
as mini-grenade |
3 |
6/48h |
2000 |
3 |
1-K |
Launch Weapons |
ArmTech MGL-12 |
3 |
12(c) |
SA |
as mini-grenade |
5 |
6/36h |
2200 |
3 |
1-K |
Launch Weapons |
ArmTech MGL-6 |
6 |
6(c) |
SA |
as mini-grenade |
2.5 |
6/36h |
1600 |
3 |
1-K |
Launch Weapons |
Ares Antioch
Commonly an under barrel weapon, this launcher is fired with a thumb button or a separate trigger. This weapon fires mini-grenades only. Once installed, it cannot be removed, and causes a -3 to the concealability of the weapon.
Source: Shadowrun 3rd Edition |
Ares B-783 Boomer-12*
Ares Weaponry presents an update to a classic design. The B-783 'Boomer' is a revolver-style grenade launcher with integral smartlink-1 systems, including grenade link. This weapon provides the most versatility of any grenade system on the market today. - Two models of the weapon exist, the 6 chamber and 12 chamber version. The revolver system gives complete control of your payload to the smartlink. This allows the user to between types of ordinance on the fly. Now your security forces will be able to deal with whatever threats come their way with ease! - Note: Unlike other weapons, this grenade launcher allows any mix of ammunition to be loaded. With a cyberware smartlink system the chamber rotates to fire any grenade of the user's choice as part of the firing action. For those without the cyberware it is possible to rotate the cylinder manually, but this makes firing a Complex Action. - Available Mounts: Top, Barrel, Underbarrel
Source: Custom Denver MUSH |
Ares B-783 Boomer-6*
Ares Weaponry presents an update to a classic design. The B-783 'Boomer' is a revolver-style grenade launcher with integral smartlink-1 systems, including grenade link. This weapon provides the most versatility of any grenade system on the market today. - Two models of the weapon exist, the 6 chamber and 12 chamber version. The revolver system gives complete control of your payload to the smartlink. This allows the user to between types of ordinance on the fly. Now your security forces will be able to deal with whatever threats come their way with ease! - Note: Unlike other weapons, this grenade launcher allows any mix of ammunition to be loaded. With a cyberware smartlink system the chamber rotates to fire any grenade of the user's choice as part of the firing action. For those without the cyberware it is possible to rotate the cylinder manually, but this makes firing a Complex Action. - Available Mounts: Top, Barrel, Underbarrel
Source: Custom Denver MUSH |
ArmTech MGL-12
A bullpup-style weapon, the standard ArmTech MGL-12 carries a larger number of mini-grenades than competing models. Can only mount imaging and smartlink accessories, and can use only a gyro-stabilization mount or tripod for recoil compensation. Available Mounts: Top
Source: CC 26 |
ArmTech MGL-6
The ArmTech MGL-6 pistol version of the MGL-12 offers only half the minigrenade capacity. Can only mount imaging and smartlink accessories, and can use only a gyro-stabilization mount or tripod for recoil compensation. Available Mounts: Top
Source: CC 26 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
M-12 Portable |
— |
1 |
SS |
As Mortar Round |
30 |
12/14d |
3,000 |
2 |
1-J |
Launch Weapons |
M-12 Portable
Fully deployed, this weapon is just taller than the average dwarf. The weapon must be set up before it can be fired, requiring 3 minutes (60 Combat Turns), with breakdown requiring only half that time. This weapon can fire a maximum of 2 rounds per Combat Turn, regardless of the number of actions available to the user. The weapon can fire any sort of mortar round, and the user can sight and fire himself or use indirect fire information from a spotter.
Source: Cannon Companion, page 22 |
Weapon |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Arbelast II MAW |
— |
1 |
SS |
As Rocket |
2.75 |
8/48h |
1,200 |
2 |
1-K |
Launch Weapons |
Aztechnology Lasher |
(4) |
1(b) |
SS |
as rocket/missile |
3 |
12/14d |
4000 |
3 |
1-K |
Launch Weapons |
Ballista Missile Launcher |
— |
4(m) |
SS |
as rocket/missile |
6.5 |
18/30d |
10500 |
4 |
1-K |
Launch Weapons |
Great Dragon ATGM Launcher |
— |
1 |
SS |
20D (AV) |
10.75 |
8/48h |
1200 |
2 |
1-K |
Launch Weapons |
IWS Multi-Launcher |
— |
4(b) |
SS |
as rocket/missile |
8 |
12/14d |
8000 |
2 |
1-K |
Launch Weapons |
M79B1 LAW |
0(4) |
1 |
SS |
12D (HE) |
2.5 |
6/36h |
700 |
2 |
1-K |
Launch Weapons |
Spike Disposable Launcher |
— |
1(b) |
SS |
as rocket/missile |
1 |
10/7d |
800 |
2 |
1-K |
Launch Weapons |
Vogeljäger Man-Portable Missile Launcher |
— |
1 |
SS |
14D (AV) |
8 |
18/28d |
12500 |
4 |
1-K |
Launch Weapons |
Arbelast II MAW
This Medium Anti-Armor Weapon has a Rating 1 Imaging scope built into its study frame.
Source: Cannon Companion, page 28 |
Aztechnology Lasher
A lightweight portable single-missile deliver system designed for quick strategic strikes. The reusable launcher loads only one missile or rocket but features a Rating 2 Low-Light imaging scope. The shoulder brace, scope, and collapsible tube can be assembled or disassembled 10 Combat Turns. These components can fit into a large suitcase, and when collapsed this system has a concealability of 4.
Source: CC 27 |
Ballista Missile Launcher
Manufactured by Saeder-Krupp, the Ballista consists of a backpack mechanism that deploys a shoulder-firing missile tube. The missile tube can be used to fire directly or indirectly. The Ballista comes equipped wit a laser designator (CC 35), but cannot mount other accessories. The Ballista backpack unit takes 10 Combat Turns to put on or take off. - The Ballista may use only Ballista munitions, which come in three variaties. The MK I is an armor-piercing rocket, used for both direct- and indirect-fire attacks. The MK II is an armor-piercing, semi-smart missile used only for direct fire. The MK III is an armor-piercing, laser-tracking missile used for direct and indirect fire. The MK III must be directed by a laser, microwave or radar designator; choose the designator when purchasing the munitions. All three varieties are considered anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor when used against such targets. - The Ballista's magazine can hold 4 Ballista rounds (of any variety, including mixed). The backpack must be removed in order to replace this magazine. Replacing the magazine takes 3 Combat Turns. - Available Mounts: None
Source: CC 28 |
Great Dragon ATGM Launcher
Fired from a tripod-mounted, reusable canister, the anti-tank guided missile (ATGM) is a ground-based spin-off of popular air-to-ground missiles. The mauncher has an integral Rating 2 optical imaging scope. It cannot mount other accessories. The ATGM itself is considered anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor when used against such targets. Mounts available: None
Source: CC 28 |
IWS Multi-Launcher
Generic missile launcher. The most common missile launcher in the shadows emphasizes a flexible delivery system and eliminates back-blast problems. The reusable launcher breaks open to load up to four missiles. Its sighting mechanism, shoulder brace and exhaust tube are collapsible, making the weapon a compact bundle when disassembled. Heavier missiles and launchers exist, but are rare in the shadows.
Source: SR3 279 |
M79B1 LAW
The most common light anti-armor weapon, the LAW is a single-shot disposable shoulder mounted system. The tube, when opened, reduces the weapons concealability to 0. The rocket is considered high-explosive. The LAWs exhaust blast zone is only 1 meter by 10 meters, with a base Damage Code of 10M, reduced by -1 per meter.
Source: CC 28 |
Spike Disposable Launcher
Popular among rebel forces in the Yucatan and Philippines and on the high seas, the Spike is a portable, shoulder-fired one-shot disposable launcher. Straightforward, lightweight and cheap, the Spike is perfect for mercenaries, shadowrunners and others, who want to deliver a punch and make a quick unencumbered getaway. Once the rocket has been fired, the launcher is useless except as an unwieldly club.
Source: CC 27 |
Vogeljäger Man-Portable Missile Launcher
Carried as a backpack similar to the Ballista, this weapon fires anti-air missiles. The launcher comes equipped with Sensors 2, functioning just like vehicles sensors, except that it has a +4 TN malus for detecting objects on the ground. The sensors feed out to a linked wrist unit that is also equipped with a datajack port. The backpack unit requires 10 Combat Turns to put on or take off. Vogeläger missiles are extremely effective against airborne targets, inflicting 14D damage, reduced by -2 per meter. This damage is anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor. Against ground-bound targets, the weapon receives a +4 TN modifier and only inflicts 8D (AV) damage, reduced by -2 per half meter.
Source: CC 28 |
All standard grenades (with exception of ink and splash grenades) are available as hand grenades and aerodynamic grenades (see SR3 282, CC 40). Both types use different range categories and scatter (1d6 for standard grenades, 2d6 for aerodynamic grenades; see SR3 119). Non-aerodynamic models often offer a booby-trap setting that detonates by electric signal or pressure release. These models are sphere- or cylinder-shaped. Aerodynamic models are rings or disks with superior range capabilities. Aerodynamic grenades use the increased range categories of Aerodynamic Grenades compared to Standard Grenades.
Name |
Conceal |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Grenade, Chaff |
6 |
4L; special |
10m; 1m |
1d6/2d6 |
0.25 |
4/48h |
50 |
2 |
3-J |
Throwing Weapons |
Grenade, Concussion |
6 |
12M Stun |
-1/m |
1d6/2d6 |
0.25 |
5/4d |
30 |
2 |
3-J |
Throwing Weapons |
Grenade, Defensive AP |
6 |
10D(f) |
-1/0.5m |
1d6/2d6 |
0.25 |
4/4d |
30 |
2 |
3-J |
Throwing Weapons |
Grenade, Defensive HE |
6 |
10S |
-1/0.5m |
1d6/2d6 |
0.25 |
4/4d |
30 |
2 |
3-J |
Throwing Weapons |
Grenade, Dual-Charge |
5 |
as grenades/2 |
as grenades/2 |
1d6/2d6 |
0.5 |
8/7d |
150 |
3 |
3-J |
Throwing Weapons |
Grenade, Flare |
6 |
special |
30m |
1d6/2d6 |
0.25 |
2/24h |
40 |
1 |
— |
Throwing Weapons |
Grenade, Flash |
6 |
5L; special |
30m; 1m; -1/5m |
1d6/2d6 |
0.25 |
4/48h |
40 |
1 |
3-J |
Throwing Weapons |
Grenade, Flash-Pak |
12 |
special |
— |
1d6/2d6 |
0.2 |
3/36h |
250 |
1 |
— |
Throwing Weapons |
Grenade, Incendiary |
5 |
8M; special |
10m; 30m; 1m |
1d6/2d6 |
0.5 |
4/4d |
50 |
2 |
3-J |
Throwing Weapons |
Grenade, Ink |
6 |
special |
5m |
1d6 |
0.25 |
4/4d |
40 |
2 |
— |
Throwing Weapons |
Grenade, Neuro-Stun VIII |
5 |
as gas |
10m |
1d6/2d6 |
0.25 |
8/4d |
60 |
2 |
3-J |
Throwing Weapons |
Grenade, Offensive AP |
6 |
10D(f) |
-1/m |
1d6/2d6 |
0.25 |
4/4d |
30 |
2 |
3-J |
Throwing Weapons |
Grenade, Offensive HE |
6 |
10S |
-1/m |
1d6/2d6 |
0.25 |
4/4d |
30 |
2 |
3-J |
Throwing Weapons |
Grenade, Smoke |
6 |
special |
20m |
1d6/2d6 |
0.25 |
3/24h |
30 |
2 |
5-J |
Throwing Weapons |
Grenade, Smoke IR |
6 |
special |
20m |
1d6/2d6 |
0.25 |
4/48h |
40 |
2 |
5-J |
Throwing Weapons |
Grenade, Splash |
5 |
as chemical |
5m |
1d6 |
0.25 |
8/4d |
50 |
2 |
3-J |
Throwing Weapons |
Grenade, Superflash |
5 |
12M; 5L; special |
-1/m; 1m |
1d6/2d6 |
0.25 |
10/14d |
80 |
3 |
2-J |
Throwing Weapons |
Grenade, White Phosphorour |
5 |
12M; 5L; special |
-1/m; 1m |
1d6/2d6 |
0.25 |
10/14d |
80 |
3 |
2-J |
Throwing Weapons |
Grenade, Chaff
Chaff grenades work similarly to Smoke grenades, dispersing a mist of fine metal particles into the air. Unlike smoke grenades, their primary effect is the interference with Signature. When detonated, an area of 10 meter radius is filled with the equivilent of 'Light Mist'. The metal particles increase Signature of anything in the area by +4. The Signature penalty decreases by 1 at the end of each phase after the first. If more than one grenade goes off in an area at different times, only the highest penalty applies. When the grenade goes off, it deals 4L damage in a 1 meter radius.
Source: Custom Denver MUSH |
Grenade, Concussion
Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.
Source: SR3 282-283, 119 |
Grenade, Defensive AP
Defensive anti-personnel (AP) hand grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.
Source: SR3 282-283, 119 |
Grenade, Defensive HE
Defensive high explosive (HE) hand grenade. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.
Source: SR3 282-283, 119 |
Grenade, Dual-Charge
Dual Charge grenades are basically two grenades in one. Almost any combination can be chosen from the available grenade types listed. For example: white phosphorus/smoke, AP Offensive/splash, and so on. Superflash, incendiary, and flare grenades may not be included in dual charge grenades. - Both parts detonate at the same time. Treat each part as a grenade of its type, but reduce the Power, blast radius, and other effects by half (round down.)
Source: CC 40 |
Grenade, Flare
Intended as a signal marker, flare grenades do not explode but rather burn with an intensely bright colour for 10 minutes. These flares negate any visibility modifiers for darkness in a 30 meter radius but instead give a +2 glare visibility modifier for anyone looking in their direction (Flare Compensation eliminates this modifier). While these grenades become hot to the touch, they can be held safely and will not ignite any fires.
Source: CC 40 |
Grenade, Flash
When detonated, this grenade produces a blinding flash of light effective out to a 30 meter radius.. Anyone looking in the direction of the flash suffers a +6 TN modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by -2, and the effect is reduced by -2 per full Combat Turn. Flash grenades create a blast zone of 1 meter, inflicting 5L damage.
Source: CC 40 |
Grenade, Flash-Pak
The size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract and blind opponents. Anyone facing a flash-pak receives a +4 target number modifier (+2 if the target has flare compensation). The pak also negates modifiers from poor or no lighting, but imposes its own +2 modifier because of the strobing flashes.
Source: SR3 283 |
Grenade, Incendiary
These grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10 metger radius of the point of impact may catch fire, using the standard rules for such but apply a +2 modifier to the roll. - Incendiary grenades will spark and burn for 10 combat turns. The sparks eliminate visibility modifiers for darkness within a 30 meter radius, but instead impose a +2 Glare visibility for anyone looking in that direction (flare compensation will negate this penalty). Anyone who touches or moves within 1 meter of an incendiary grenade suffers 8M damage from heat and flame; reduce the Power by half (round down) Impact Armor.
Source: CC 40 |
Grenade, Ink
Only produced in non aerodynamic form, ink grenades are intended for underwater use. When they explode they release a cloud of black ink with a 5 meter radius that inflicts a +4 visibility modifier for those caught inside the area (cumulative with other underwater modifiers).
Source: CC 40 |
Grenade, Neuro-Stun VIII
Instead of exploding, these cylindrical grenades release a cloud of stun gas - commonly Neuro-Stun VIII (SR3 250), although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the GM’s discretion).
Source: SR3 283 |
Grenade, Offensive AP
Offensive anti-personnel (AP) hand grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Offensive grenades have a higher fragmentation effect. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.
Source: SR3 282-283, 119 |
Grenade, Offensive HE
Offensive high explosive (HE) hand grenade. The standard version of hand grenades. Offensive grenades have a higher fragmentation effect. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes.
Source: SR3 282-283, 119 |
Grenade, Smoke
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests.
Source: SR3 282-283, 119 |
Grenade, Smoke IR
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Source: SR3 282-283, 119 |
Grenade, Splash
Developed by Zeta-lmpChem, these grenades disperse a chemical spray over a wide area. The chemical is often mixed with DMSO (M&M p. 111). A wide range of compounds is available, from gamma-scopolamine to insecticide. - Splash grenades soak everything within a 5-meter radius with their chemical spray. Each grenade holds roughly 1 liter (10 doses) of a compound. - The cost does not include the chemical's cost.
Source: MM 117 |
Grenade, Superflash
A more powerful version of the standard flash grenade, this device creates a blinding effect that can be seen for up to three kilometers (if the line of sight is not blocked.) This effect will blind and stun any onlookers as follows: anyone facing the blast must resist 12 M Stun damage. Reduce the Power of the flash by -1 per meter from the point of impact. Flare compensation reduces the damage by -2; armor has no effect. - For each box of damage taken, modify by +1 the TN for any test involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at 1 per minute. - The Superflash is so overwhelming that even targets not facing the blast may be affected by the light reflecting off walls and ceiling. Apply the Blast in Confined Spaces rules (p 119, SR3) to determine effect, reducing Power by -1 per meter from the point of impact. - Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Source: CC 41 |
Grenade, White Phosphorour
A more powerful version of the standard flash grenade, this device creates a blinding effect that can be seen for up to three kilometers (if the line of sight is not blocked.) This effect will blind and stun any onlookers as follows: anyone facing the blast must resist 12 M Stun damage. Reduce the Power of the flash by -1 per meter from the point of impact. Flare compensation reduces the damage by -2; armor has no effect. - For each box of damage taken, modify by +1 the TN for any test involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at 1 per minute. - The Superflash is so overwhelming that even targets not facing the blast may be affected by the light reflecting off walls and ceiling. Apply the Blast in Confined Spaces rules (p 119, SR3) to determine effect, reducing Power by -1 per meter from the point of impact. - Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Source: CC 41 |
Name |
Conceal |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
IPE Grenade, Concussion |
5 |
16M Stun |
-1/m |
1d6/2d6 |
0.5 |
8/7d |
70 |
2 |
3-J |
Throwing Weapons |
IPE Grenade, Defensive AP |
5 |
15D(f) |
-1/0.5m |
1d6/2d6 |
0.5 |
8/7d |
60 |
2 |
3-J |
Throwing Weapons |
IPE Grenade, Defensive HE |
5 |
15S |
-1/0.5m |
1d6/2d6 |
0.5 |
8/7d |
60 |
2 |
3-J |
Throwing Weapons |
IPE Grenade, Offensive AP |
5 |
15D(f) |
-1/m |
1d6/2d6 |
0.5 |
8/7d |
60 |
2 |
3-J |
Throwing Weapons |
IPE Grenade, Offensive HE |
5 |
15S |
-1/m |
1d6/2d6 |
0.5 |
8/7d |
60 |
2 |
3-J |
Throwing Weapons |
IPE Grenade, Concussion
Concussion grenades have little fragmentation effect, relying on the blast to stun or injure targets. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Ares has packed the standard grenades with a larger blast to cover a wider area.
Source: CC 41 |
IPE Grenade, Defensive AP
Defensive anti-personnel (AP) hand grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Ares has packed the standard grenades with a larger blast to cover a wider area.
Source: CC 41 |
IPE Grenade, Defensive HE
Defensive high explosive (HE) hand grenade. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Ares has packed the standard grenades with a larger blast to cover a wider area.
Source: CC 41 |
IPE Grenade, Offensive AP
Offensive anti-personnel (AP) hand grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Offensive grenades have a higher fragmentation effect. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Ares has packed the standard grenades with a larger blast to cover a wider area.
Source: CC 41 |
IPE Grenade, Offensive HE
Offensive high explosive (HE) hand grenade. Offensive grenades have a higher fragmentation effect. These grenades are small, self-contained packages of explosive, timer and detonator. They may be set to explode on impact, or at any time from 2 seconds to 2 minutes. Ares has packed the standard grenades with a larger blast to cover a wider area.
Source: CC 41 |
Name |
Conceal |
Damage |
Blast |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Claymore Mine |
6 |
16D |
-1/m |
1 |
8/14d |
200 |
2 |
1-J |
Demolitions |
Claymore Mine* |
6 |
16D |
-1/m |
1 |
8/14d |
200 |
2 |
1-J |
Demolitions |
Mine, Anti-Personnel |
8 |
as grenade |
as grenade |
as grenade |
as grenade |
as grenade x10 |
2 |
2-J |
Demolitions |
Mine, Anti-Vehicle |
6 |
12D |
-1/m |
5 |
10/7d |
500 |
3 |
1-J |
Demolitions |
Mine Detection Gear |
4 |
— |
— |
1.5 |
Rating/72h |
Rating x 12500 |
2 |
8P-U |
— |
Mine Option Bouncing |
as mine |
+1 Power Level |
as mine |
as mine |
+1/as mine |
500 |
as mine |
as mine |
Demolitions |
Mine Option Directional |
as mine |
+2 Power Level |
as mine/2 |
as mine |
as mine |
mine x1.5 |
as mine |
as mine |
Demolitions |
Mine Option Disguised |
+1/Rating 2 |
as mine |
as mine |
as mine |
as mine |
mine x2/Rating 2 |
as mine |
as mine |
Demolitions |
Mine Sensor Rating 1 |
as mine |
as mine |
as mine |
as mine |
as mine |
+1000 |
as mine |
as mine |
Demolitions |
Mine Sensor Rating 2 |
as mine |
as mine |
as mine |
as mine |
as mine |
+3000 |
as mine |
as mine |
Demolitions |
Mine Sensor Rating 3 |
as mine |
as mine |
as mine |
as mine |
+1/x2 |
+5000 |
+0.5 |
as mine |
Demolitions |
Mine Sensor Rating 4 |
as mine |
as mine |
as mine |
as mine |
+2/x3 |
+8000 |
+1 |
as mine |
Demolitions |
Mine Sensor Rating 5 |
as mine |
as mine |
as mine |
as mine |
+4/x4 |
+12000 |
+2 |
as mine |
Demolitions |
Mine Smart Rating 1 |
as mine |
as mine |
as mine |
as mine |
as mine |
+1000 |
as mine |
as mine |
Demolitions |
Mine Smart Rating 2 |
as mine |
as mine |
as mine |
as mine |
as mine |
+2000 |
as mine |
as mine |
Demolitions |
Mine Smart Rating 3 |
as mine |
as mine |
as mine |
as mine |
as mine |
+5000 |
as mine |
as mine |
Demolitions |
Mine, Textron Trapdoor |
8 |
14D |
-1/m |
15 |
14/21d |
10000 |
4 |
1-J |
Demolitions |
Claymore Mine
A claymore mine is a fragmentation mine that is so simple to use that it is standard issue amongst soldiers and mercs alike. A claymore mine primarily affects all targets within a 60-degree frontal arc. Reduce the Power of the claymore against targets within the blast radius who are outside the 60-degree arc by half (round down). The mine can be set up to use the included trip-wire (TN 8 to notice) or Laser Tripwire (TN10 to notice), a Radio detonator or a Timer. Detonator must be picked at purchase. A claymore mine cannot be upgraded with any other mine or grenade options.
Source: SOTA2063 74 |
Claymore Mine*
This is a directional anti-personnel mine. Named after the large Scottish Sword by its inventor. The Claymore fires shrapnel, in the form of several hundred steel balls, out to about 100 meters in an directed arc. This weapon uses flechette rules, and shotgun spread rules (choke of 5). It has a back blast of 2 meters (it does explode ya know), at -8/m. They can be set up to use the included trip-wire (TN 8 to notice) or Laser Tripwire (TN 10 to notice), a Radio detonator or a Timer. Detonator must be picked at purchase.
Source: Custom Denver MUSH, SOTA2063 74 |
Mine, Anti-Personnel
Designed to target people instead of vehicles, the charge contained in an AP Mine is equivalent to any available grenade type (offensive HE, defensive AP, gas, splash, flash, etc.)
Source: CC 42 |
Mine, Anti-Vehicle
AV mines are intended to wreak havoc on vehicles, and as such will also blow a metahuman to kingdom come. These mines use anti-vehicle munitions rules (SR3 149).
Source: CC 42 |
Mine Detection Gear
Mine detection gear consists of spectrographic and radiological analyzers set up to detect explosives, especially plastic explosives commonly used in mines. This gear uses the same rules as standard chemsniffers (SRComp 90, SR3 292: roll Rating versus TN 10 - 1/30g explosive), but their rating is increased by 1 for detecting mines. Against all other explosives, reduce their rating by 1. Handheld devices can have a Rating of 1 to 3. Larger versions (e.g. on a vehicle or in a building) can have a Rating of 1 to 8 (SRComp 90).
Source: SOTA2063 74 |
Mine Option Bouncing
Unless noted otherwise, mine design options are available for both anti-personnel and anti-vehicular mines. When triggered, a bouncing mine propels the charge a short distance into the air for a wider explosive sphere. Most bouncing mines are set to detonate at a height of 2 meters, but they can be set as high as 10 meters in order catch low flying critters, drones, and vehicles in the blast. Bouncing mines triggered by a technological sensor are propelled to the target's elevation (max 10 meters). Increase the Power of bouncing mines by +1.
Source: CC 42 |
Mine Option Directional
Unless noted otherwise, mine design options are available for both anti-personnel and anti-vehicular mines. A mine with the directional option focuses its blast into a 60 degree cone in a particular direction. The Blast Rating reduction is reduced by half in this cone (for example, an HE offensive mine that is normally reduced by -1 per meter would be reduced by -1 per two meters if directional.) Increase the Power of directional mines by +2. Directional mines have no effect outside their explosive cone.
Source: CC 42 |
Mine Option Disguised
Unless noted otherwise, mine design options are available for both anti-personnel and anti-vehicular mines. This mine has been cleverly disguised to appear as something else, increasing its Concealability. The cost listed is for each additional +1 to the Conceal Rating.
Source: CC 42 |
Mine Sensor Rating 1
Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors (SR3 133, 135, 152).
Source: CC 42 |
Mine Sensor Rating 2
Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors (SR3 133, 135, 152).
Source: CC 42 |
Mine Sensor Rating 3
Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors (SR3 133, 135, 152).
Source: CC 42 |
Mine Sensor Rating 4
Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors (SR3 133, 135, 152).
Source: CC 42 |
Mine Sensor Rating 5
Rather than relying on an external trigger, this mine features a built-in sensor to detect its targets. The mine's maximum Sensor Rating is 5, and it follows all the normal rules for vehicle sensors (SR3 133, 135, 152).
Source: CC 42 |
Mine Smart Rating 1
This mine has recognition software capable of analyzing sensor input and determining whether a detected person or object is friend or foe. In game terms, the mine has a Pilot Rating (max of 3). When programmed, the user sets the criteria for what determines an unfriendly target and the mine the makes a Comprehension Test to see how well it understands the command. Programming requires one Complex Action. If the mine recognizes an unfriendly target, it detonates. A smart mine must also have a built-in sensor option.
Source: CC 42 |
Mine Smart Rating 2
This mine has recognition software capable of analyzing sensor input and determining whether a detected person or object is friend or foe. In game terms, the mine has a Pilot Rating (max of 3). When programmed, the user sets the criteria for what determines an unfriendly target and the mine the makes a Comprehension Test to see how well it understands the command. Programming requires one Complex Action. If the mine recognizes an unfriendly target, it detonates. A smart mine must also have a built-in sensor option.
Source: CC 42 |
Mine Smart Rating 3
This mine has recognition software capable of analyzing sensor input and determining whether a detected person or object is friend or foe. In game terms, the mine has a Pilot Rating (max of 3). When programmed, the user sets the criteria for what determines an unfriendly target and the mine the makes a Comprehension Test to see how well it understands the command. Programming requires one Complex Action. If the mine recognizes an unfriendly target, it detonates. A smart mine must also have a built-in sensor option.
Source: CC 42 |
Mine, Textron Trapdoor
This stationary weapons system consists of three parts: a Rating 4 sensor, a Rating 2 pilot, and three sub munitions. The Trapdoor uses its sensor to search for unfriendly targets within its 500 meter range (see Smart Mine, CC 42). If the target is unfriendly, the Trapdoor launches one sub munition into the air over the target (use grenade launcher ranges, with a maximum height of 100 meters.) Make a sensor-enhanced Gunnery Test using the mine's Pilot Rating in place of the Gunnery skill to determine if the attack hits the target. The sub munition uses the anti-vehicular ammunition rules (SR3 149).
Source: CC 42 |
Throwing Weapons
Weapon |
Conceal |
Shape |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Bola * |
12 |
non-aerodynamic |
(Strength)L Stun |
0.4 |
5/48h |
40 |
1 |
Legal |
Throwing Weapons |
Boomerang * |
7 |
aerodynamic |
(Strength)M Stun |
0.25 |
4/48h |
50 |
2 |
Legal |
Throwing Weapons |
Caltrop |
8 |
non-aerodynamic |
(Bod)L |
0.5 |
3/36h |
5 |
1 |
8-A |
Throwing Weapons |
Net |
2 |
non-aerodynamic |
None |
4 |
5/48h |
500 |
2 |
Legal |
Throwing Weapons |
Shuriken |
8 |
aerodynamic |
(Strength)L |
0.25 |
2/24h |
30 |
2 |
6-D |
Throwing Weapons |
Shuriken, folding * |
2 (5 folded) |
aerodynamic |
(Strength+2)M |
1.5 |
6/7d |
1,500 |
1.5 |
6-D |
Throwing Weapons |
Shuriken, large * |
2 |
aerodynamic |
(Strength+2)M |
2 |
5/48h |
1,000 |
1.5 |
4-D |
Throwing Weapons |
Throwing Knife |
9 |
non-aerodynamic |
(Strength)L |
0.25 |
2/24h |
20 |
1 |
8-D |
Throwing Weapons |
Bola *
The bola was a common weapon of many primitive cultures in the world. Consisting of 2 to 8 weights on the ends of cords 50 to 135 cm long, the weapon has been produced in a number of fashions. The cords all join in a center point where a handle in occasionally located. Weights can be made from metal, wood, bone, or pouches filled with stones and cords have been made out of everything from sinew to parachute cord.
Bolas were mainly used for hunting but could be used to capture animals unharmed for later domestication or other purposes. In some cases, however, the force of the cinching ropes or spinning weights was enough to break bones. A well placed throw could also crush a windpipe or entangle an animals front legs, tripping it, and breaking its neck.
Making a recent resurgence in the lands of the NAN, the bola has now been updated by the Gaeatronics Corporation. Native Americans can now hunt like their forefathers or capture prey unharmed without resorting to traps. A hunter can now seek out his quarry instead of passively waiting for the animal to come to him and his unreliable trap. More useful with larger game too!
Gaeatronics has utilized a three weight design and replaced the weights of old with deniplast, the outdated sinew cords with woven plas-fabric polymers. These cords are constructed with the latest technology and are incredibly hard to cut or chew through, ensuring your prey does not escape. Satisfaction is guaranteed. Try the Gaeatronics Tsikenon'waristak (Dragonfly) bola today!
Game Notes: Bolas use the Throwing Weapons skill, and are considered non-aerodynamic. They make entangling attacks as described under Whips (pg. 276 SR3). Called shots do not increase the damage level, but, instead, make any resulting damage physical or target a specific location. The barrier rating of the cords is 6.
Source: Shadowrun Denver Custom Weapon +info gear custom weapons bola |
Boomerang *
Boomerangs are curved, wooden throwing sticks used for hunting by Aborigines. They are effective, non-lethal throwing weapons commonly used by Aborigine adepts (they are also sometimes used by koradji and others as clapping sticks in rituals and ceremonies). A character that wishes to use a boomerang would use Throwing Weapons skill (characters can also take a Boomerang Specialization).
As a general rule, boomerangs used for hunting/combat are not designed to return to the user - they are designed to hit the target. However, a gamemaster can allow a boomerang that has missed its target to return to the thrower on his next Combat Phase. To catch a returning boomerang, the character must spend a Simple Action and succeed in an Athletics (6) Test. An adept with the Missile Parry power reduces that target number to 2. If the character misses, the boomerang scatters 3d6 meters.
An adept with the Missile Mastery power can always make a boomerang return, even when it hits the target.
Boomerangs use the same ranges as shuriken.
Source: Shadowrun Denver Custom Weapon +info gear custom weapons boomerang |
Caltrop
Also known as crow's feet, caltrops consist of a welded group of small spikes designed to lie on a surface with at least one spike facing upwards. Caltrops are most often scattered in handfuls on the ground to deter foot pursuit.
When a character throws down caltrops, use the standard grenade ranges and make a Throwing Weapons Test, noting the number of successes. A character crossing an area littered with caltrops must make a Quickness Test equal to the number of caltrops. Apply a +4 TN modifier if the character is unaware of the caltrops' presence and any other modifiers the gamemaster considers appropriate for the size of the area and the density of the coverage. If the character fails the test, they step on a caltrop and suffer the Damage Code listed (based on their own Body). Successes from the attacker's Throwing Weapon Test may be used to stage damage up in the same way as for a thrown grenade, or they may be used to increase the Quickness Test target number by 1 for every 2 succeses. Unless the victim is wearing heavy or armored boots, armor does not protect against this damage.
Caltrops are ineffective as a direct-attack thrown weapon, inflicting only (STR-1)L damage.
Source: Cannon Companion, page 14 |
Net
Nets can be used to trap and subdue an opponent. Modern nets are made of durable, lightweight, hard-to-cut hybrid weaves and are weighted around the edges. This is a two handed weapon.
The attacker makes a Throwing Weapon Test to use the net, and the defender makes a Dodge Test. If the attacker's successes equal or exceed the half the defender's Quickness (round down), the defender is trapped by the net. For each of his successes, the attacker may add 1 dice to an Open Test to determine the TN for the defender's Strength or Quickness Test to escape. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the TN by 1.
Use a Barrier Rating of 6 for cutting through a net.
Source: Cannon Companion, page 14 |
Shuriken
A multi-edged or spiked, airfoil throwing blade.
Source: Shadowrun 3rd Edition, page 276 |
Shuriken, folding *
These larger, heavier shuriken are designed for situations where smaller thrown weapons have little effect.
Obviously, this weapon is not concealable, and no more than 2, possibly 3 could fit on a human sized person's back. Also, the weight would be that of two swords, 2 kilos.
Game Notes: The ranges would be (Short TN:4 0-str/2, Medium TN:5 str/2+1-Str, Long Tn:6 to Str*2, Extreme Tn:9 to Str*4). A folding shuriken has the following rules: Roll 1d6 each time it is used; on a 1, the shuriken is ruined, unless dikoted, in which the shuriken breaks after failing 2 tests.
Source: Shadowrun Denver Custom Weapon, +info gear custom weapons lrgshrkn |
Shuriken, large *
These larger, heavier shuriken are designed for situations where smaller thrown weapons have little effect.
Obviously, this weapon is not concealable, and no more than 2, possibly 3 could fit on a human sized person's back. Also, the weight would be that of two swords, 2 kilos.
Game Notes: The ranges would be (Short TN:4 0-str/2, Medium TN:5 str/2+1-Str, Long Tn:6 to Str*2, Extreme Tn:9 to Str*4).
Source: Shadowrun Denver Custom Weapon, +info gear custom weapons lrgshrkn |
Throwing Knife
Any of a variety of slim knives or spikes.
Source: Shadowrun 3rd Edition, page 276 |
Weapon |
Conceal |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Skill |
Baseball |
— |
(Str)L Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Bowling Ball |
— |
(Str)M Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Brick |
— |
(Str+2)L Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Cue Ball |
— |
(Str)L Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Hairspray and Lighter |
— |
4L |
— |
— |
— |
— |
— |
Spray Weapons |
Metahuman Body (thrown) |
— |
(Bod/2)L Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Molotov Cocktail |
— |
6M |
— |
— |
— |
— |
— |
Throwing Weapons |
Nail Gun |
— |
6M |
— |
— |
— |
— |
— |
Pistols |
Rock |
— |
(Str+1)L Stun |
— |
— |
— |
— |
— |
Throwing Weapons |
Baseball
Range as aerodynamic grenade.
Source: CC 14 |
Bowling Ball
Range as thrown knife, divided by 3 (Short 0-Str/3 - Medium Strx2/3 - Long Str - Extreme Str*5/3 meters). Minimum Strength 4
Source: CC 14 |
Brick
Range as Thrown Knife, divided by 2 (Short 0-Str/2 - Medium Str - Long Str/2 - Extreme Str*2.5 meters).
Source: CC 14 |
Cue Ball
Range as aerodynamic grenade.
Source: CC 14 |
Hairspray and Lighter
Starts fire; see CC 98. Range 2 meters.
Source: CC 14 |
Metahuman Body (thrown)
Requires both hands and minimum STR equal to metahuman Body Rating. Range is (Str-Bod)/2 meters.
Source: CC 14 |
Molotov Cocktail
Starts fire; see CC 98. Uses Shuriken range.
Source: CC 14 |
Nail Gun
Treated as Light Pistol with adjusted stats. Use range of Light Pistol, divided by 2 (2.5/7.5/15/25 meters).
Source: CC 14 |
Rock
Uses Standard Grenade range.
Source: CC 14 |
Projectile Weapons
Weapon |
Conceal |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Str Min |
Skill |
Acadia Kestrel* |
3(5) |
(Str Min+3)M |
1.5 |
6/48h |
Str Min x 200 |
2 |
5-D |
2+ |
Projectile Weapons |
Ranger-X Bow |
3 |
(Str Min+4)M |
1.5 |
5/36h |
Str Min x 120 |
2 |
5P-D |
2+ |
Projectile Weapons |
Standard Bow |
2 |
(Str Min+2)M |
1 |
3/36h |
Str Min x 100 |
1 |
5P-D |
1+ |
Projectile Weapons |
Acadia Kestrel*
The Acadia Kestrel is a takedown recurve, taken to its logical extreme with the latest in 2070 material fabrication! While folded down, its the size of a large pistol - but unfold it and the cams lock into place, ready to deal maximum firepower! Neo-ceramic locking pins and carbon nano-fiber limbs make this weapon a must-have for your Christmas stocking stuffers! Buy now, and get your custom skin FREE! Ruthinium skinning available as an option! - When folded down, the Kestrel has a conceal of 5. Unfolding and stringing the bow takes 10 Complex actions, divided by successes at a Projectile Weapons B/R (3) test. - The Kestrel is made out of entirely non-metallic components and is invisible to MAD sensors. - Ruthenium Coating: +5000 Y. Can be set with a static image, or communicate with a wearer's sensor packs to render the bow almost invisble.
Source: Custom Denver MUSH |
Ranger-X Bow
The result of computer-aided design and state-of-the-art materials, this compound bow can propel arrows farther and faster than any other bow in its weight class.
Source: Cannon Companion, page 13 |
Standard Bow
A traditional longbow of fiberglass or wood, or a modern compound-and-pulley bow.
Source: Shadowrun 3rd Edition, page 276 |
Weapon |
Conceal |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Str Min |
Skill |
Heavy Crossbow |
— |
8S |
4 |
6/36h |
750 |
1 |
5P-D |
5 |
Projectile Weapons |
Light Crossbow |
2 |
6L |
2 |
4/36h |
300 |
1 |
6P-D |
3 |
Projectile Weapons |
Medium Crossbow |
2 |
6M |
3 |
5/36h |
500 |
1 |
6P-D |
4 |
Projectile Weapons |
Pistol Crossbow |
4 |
4L |
1 |
3/36h |
200 |
1 |
8P-D |
2 |
Projectile Weapons |
Repeater Crossbow |
2 |
6M |
4 |
8/48h |
800 |
2 |
5P-D |
4 |
Projectile Weapons |
Heavy Crossbow
This Heavy Crossbow uses the force of the physical laws to project a bolt using an extremely tensed up string using the crossing arms of the device. It uses a built-in side-wheel gear to assist re-cocking.
Source: Shadowrun 3rd Edition, page 276 |
Light Crossbow
This Light Crossbow uses the force of the physical laws to project a bolt using an extremely tensed up string using the crossing arms of the device. It is cocked by hand.
Source: Shadowrun 3rd Edition, page 276 |
Medium Crossbow
This MediumCrossbow uses the force of the physical laws to project a bolt using an extremely tensed up string using the crossing arms of the device. It uses a built-in side-wheel gear to assist re-cocking.
Source: Shadowrun 3rd Edition, page 276 |
Pistol Crossbow
This mini-crossbow can be held and shot with one hand and fires short, lightweight bolts. While it inflicts minimal damage, its compact size and silent operation make it ideal for use in high-traffic public areas or as a tool in a prankster's arsenal.
Source: Cannon Companion, page 13 |
Repeater Crossbow
A "bolt magazine" autofeeds a new bolt into the repeater crossbow as the bowstring is automatically pulled back and cocked after each shot. Unlike other crossbows, only the first shot requires a Ready Weapon Simple Action, and the bow can be fired repeatedly until the magazine is empty. The magazine holds 5 standard crossbow bolts and fires at medium crossbow ranges.
Source: Cannon Companion, page 13 |
Please note that some polearms and other weapons listed under Melee Weapons can also be used as thrown weapons (e.g. Spear, Javeline, Harpoon, Combat Axe). See Cannon Companion p. 14 for details.
Weapon |
Conceal |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
RC |
Skill |
Atlatal * |
— |
See Text |
0.5 |
4/24h |
150 |
1.5 |
Legal |
|
Projectile Weapons |
Sling Launcher |
— |
per Object |
7 |
1/14h |
40 |
1 |
5-D |
5 |
Projectile Weapons |
Slingshot |
8 |
(Str Min+2)L Stun |
0.5 |
2/12h |
5 x Str Min |
1 |
8-D |
1+ |
Projectile Weapons |
Atlatal *
Atlatal (Spearthrower) is a tool that uses leverage to achieve greater velocity in spear-throwing, and includes a bearing surface which allows the user to transfer energy derived from muscular energy during the throw. It consists of a shaft with a handle on one end and a spur or cup on the other, against which the butt of the spear rests. The spear is thrown by the action of the upper arm and wrist in conjunction with a shift of balance of the body. The word atlatl is derived from a Nahuatl (the Aztec language) word for "water thrower," as it was most commonly used for fishing. The Aztecs reinvented the atlatl after the arrival of the Spanish conquistadors in their lands and they were used extensively during the resulting war. History shows that the Spanish feared the Aztec atlatl above all other weapons. Many unfortunate Spaniards were surprised to find the power of the weapon could easily penetrate Spanish metal armor, with the dart often passing completely through the unlucky target.
Game Notes: The Atlatal adds +2 to the user's Strength rating for the purposes of determining range on a thrown spear. In addition, the spear-thrower enjoys a +2 bonus to the Power rating of his thrown spear. Using an Atlatal to throw a spear is a Complex Action.
Source: Shadowrun Denver Custom Weapon +info gear custom weapons atlatal |
Sling Launcher
This oversized slingshot requires two anchoring points and room for a two-meter draw. It can fire anything from grenades to water balloons, and the pouch can hold anything that weighs less than a kilogram. The launcher's range is the same as that of an aerodynamic grenade and its payload scatters the same way.
Two characters may serve as anchor points, holding the ends while a third draws. Increase both the target number and the number of dice used to determine scatter by 1. Each character must meet the minimum Strength requirement; use the lowest Strength of the three for range.
Source: Cannon Companion, page 13 |
Slingshot
Modern version of the slingshot include a wrist brace that reduces the movement of the arm (the weapon's "recoil") to allow more accurate firing. These can be used to fire small projectiles such as ball bearings or marbles. The slingshot uses the same range as the shuriken. This pesky weapon is favored by snot-nosed brats and adults who are still punks at heart.
Source: Cannon Companion, page 13 |
Weapon Accessories
Device |
Mount |
Conceal |
Rating |
Weight |
Avail |
Cost |
SI |
Legality |
BattleTac Remote Trigger System |
Integral |
-2 |
— |
1 |
12/30d |
2,500 |
2 |
2-W |
Bayonet |
Underbarrel Mount |
-1 |
— |
0.75 |
4/24h |
50 |
1 |
6-A |
Biometric Safety |
Integral |
— |
— |
0.10 |
3/36h |
2,250 |
1.5 |
Legal |
Bow Accessory Mount |
Bow Mount |
-1 |
— |
0.10 |
2/24h |
100 |
0.9 |
Legal |
Brasscatcher * |
— |
+2 |
— |
0.1 |
2/24h |
20 |
0.5 |
Legal |
Concealable Holster |
Holster |
+2 |
— |
0.10 |
2/24 h |
100 |
0.75 |
Legal |
Concealable Sheath* |
Holster |
+2 |
— |
0.1 |
2/24h |
100 |
0.75 |
Legal |
Grenade Link |
integral |
— |
— |
0.1 |
8/48h |
750 |
2 |
6-K |
Quick Draw Holster |
Holster |
— |
— |
0.10 |
4/48h |
100 |
0.75 |
Legal |
Quick Draw Holster, Concealable |
Holster |
— |
— |
0.10 |
5/72h |
150 |
0.75 |
Legal |
Quick Draw Holster, Wrist-Snap |
Holster |
by weapon type |
|
0.25 |
6/96h |
750 |
0.75 |
Legal |
Rangefinder |
Top/Underbarrel Mount |
— |
— |
0.10 |
2/24h |
150 |
0.8 |
Legal |
Safe Target System, Beacon |
Beacon |
10 |
Variable |
0.25 |
Rating/48h |
Rating x 200 |
2 |
Legal |
Safe Target System, Gun Modification |
Integral |
-1 |
Variable |
0.10 |
Rating/48h |
Rating x 1,000 |
2 |
Legal |
Side Saddle* |
— |
-1 |
— |
0.1 |
2/12h |
20 |
1 |
legal |
Silencer |
Barrel Mount |
-2 |
— |
0.20 |
4/48h |
500 |
2 |
As Weapon |
Sling |
— |
— |
— |
0.10 |
2/12h |
20 |
1 |
Legal |
Snap-Tight Briefcase* |
Holster |
(+4) |
— |
3 |
10/5d |
3000 |
3 |
Legal |
Snap-Tight Holster* |
Holster |
(+4) |
— |
0.25 |
7/48h |
500 |
3 |
Legal |
Sound Suppressor |
Barrel Mount |
-2 |
— |
0.50 |
6/48h |
750 |
2 |
As Weapon |
Spare Clips |
— |
— |
— |
0.75 |
2/24h |
5 |
0.75 |
Legal |
Standard Holster |
Holster |
— |
— |
0.10 |
2/12h |
40 |
0.75 |
Legal |
Underbarrel Grapple Gun |
Underbarrel Mount |
-1 |
— |
2 |
5/48h |
500 |
1.25 |
4P-U |
BattleTac Remote Trigger System
This weapon accessory allows a stationary weapon to be remotely activated and fired by anyone who is part of a BattleTac network. The weapon must be stationed in a fixed position, and must be linked to a transceiver to communicate with the network. The weapon may not be directly targeted because it cannot be remotely moved; it may be indirectly fired in the direction it is currently facing.
Source: Cannon Companion, page 54 |
Bayonet
A bayonet is a long knife designed to be attached under the barrel of a rifle-sized weapon. When wielded in melee combat from the end of a weapon, in a similar fashion to a spear, use the Pole Arms skill and the damage on the table. It may be detached and used as a standard knife with the Edged Weapons skill.
Combat Values: see Polearms
Source: Cannon Companion, page 33 |
Biometric Safety
A weapon modified with this system has a specialized biometric ID reader built into the weapon's grip and attached to the weapon's internal safety mechanism. The owner's palm print is stored in the system's encrypted firmware. When the weapon is picked up, the reader scans for the correct palm print and only deactivates the safety if the print matches. If the print fails, the safety remains o and the gun may not be fired.
The encryption of the embedded system is Rating 8. To change ownership of the weapon, a character must burn a new firmware chip. Blank chips cost 50 nuyen and can be programmed using a computer shop or facility.
Source: Cannon Companion, page 33 |
Bow Accessory Mount
This lightweight gadget allows bows and crossbows to mount a single imaging or smartlink system accessory. The smartlink can only be used if the character has a smartlink induction pad in the hand they are using the bow with (or is using smartgoggles.)
Source: Cannon Companion, page 13 |
Brasscatcher *
Tired of picking up your expended brass but don't want to go caseless? Ares Arms' line of brass catchers are for you! With an assortment of sizes and sides, you can't go wrong with Ares Arms!
NOTES: You don't have to police your brass. This item cannot be on when the weapon is holstered. Snaps on and off almost instantly (requires a release/eject clip Action) and are made from strong, light weight, black textured plastic. Each small arms catcher holds 60 rounds, and those for SMGs and up hold 200 rounds!
Source: Shadowrun Denver Custom Item, +info gear custom firearms accessories Brasscatcher |
Concealable Holster
Custom-fitted to the wearer, the holster can be designed for wear over the hip, in the small of the back, under the arm, on the forearm or on the ankle. It adds +2 to the Concealability of a pistol.
Source: Shadowrun 3rd Edition, page 282 |
Concealable Sheath*
These work as per standard Concealable Holsters (+2 Conceal) for melee weapons with a Conceal 4 or greater.
Source: Custom Denver MUSH |
Grenade Link
This grenade launcher accessory uses the distance to a target determined by a range finder and programs the mini-grenade to explode in the air after it has traveled a number of meters equal to the target distance. This automatic setting reduces a launched mini-grenade's scatter from 3d6 to 1d6. All mini-grenades can be timed in this manner. Air-timed mini-grenades explode in the Combat Phase in which they are launched.
Source: Cannon Companion p. 33 |
Quick Draw Holster
This holster is specifically designed so that a weapon may be quickly pulled and fired. A character who attempts to quick draw a pistol-sized weapon from a quick draw holster ignores the +2 modifier for using an improper holster. This is the standard edition of the quickdraw holster.
Source: Cannon Companion, page 33 |
Quick Draw Holster, Concealable
This holster is specifically designed so that a weapon may be quickly pulled and fired. A character who attempts to quick draw a pistol-sized weapon from a quick draw holster ignores the +2 modifier for using an improper holster. This is the quick draw holster's concealable model, acting like the Concealable Holster, in addition to allowing the advantages of +2 conceal to the standard quickdraw holster regular function.
Source: Cannon Companion, page 33 |
Quick Draw Holster, Wrist-Snap
Smartlink I or II required for use. Concealability is modified by weapon type: Hold Out +2, Light Pistol +1, Heavy Pistol -0, & Submachine Gun -2.
Source: Custom Denver MUSH |
Rangefinder
This device estimates the range to a target and feeds that information to a smartlink system, either cybernetic or external. When used with a smartlink-2 system, it modifies by -1 the TN to target at long range and by -2 to targets at extreme range. These modifiers are not cumulative with range modifiers provided by image magnification devices.
Source: Cannon Companion, page 33 |
Safe Target System, Beacon
This system prevents a character from accidentally shooting a "friendly" character. This system has two components: a small radio transmitter and the Safe Target system. Worn on a character's person, the transponder features a built-in limited GPS system and constantly transmits its location on a coded radio frequency in the same way as a beacon. The Safe Target accessory is capable for scanning for and determining the relative proximity and location of the beacon by comparing it to its own internal GPS. If the gun is pointed in the approximate direction of the beacon, the Safe Target System engages the gun's safety so that it cannot fire. Once the gun is pointed away from the beacon, the safety is automatically disengaged.
Whenever a firearm with a Safe Target System is pointed to within 2 meters of a character wearing a compatible Safe Target Beacon, make a Rating (5) Test. Apply any appropriate modifiers for ECM; the beacon has a Flux rating equal to its rating -1. If the test succeeds, the Safe Target System engages and prevents the weapon from firing until it is pointed away from the two meter radius safety zone. This feature also prevents the wielder from shooting any target behind or in front of the Safe Target beacon. If a Safe Target beacon is within 2 meters of the weapon, the system engages the safety. The system ignores the beacon of the character wielding the equipped weapon.
Safe Target Systems can be programmed to work with multiple guns and beacons. The encryption of the Safe Target beacon is equal to half its rating (round down). Once installed, a Safe Target gun modification cannot be removed. If the gun modification and beacon have different ratings, use the lowest. The Safe Target System can be turned on or off with a Simple Action.
Source: Cannon Companion, page 33 |
Safe Target System, Gun Modification
This system prevents a character from accidentally shooting a "friendly" character. This system has two components: a small radio transmitter and the Safe Target system. Worn on a character's person, the transponder features a built-in limited GPS system and constantly transmits its location on a coded radio frequency in the same way as a beacon. The Safe Target accessory is capable for scanning for and determining the relative proximity and location of the beacon by comparing it to its own internal GPS. If the gun is pointed in the approximate direction of the beacon, the Safe Target System engages the gun's safety so that it cannot fire. Once the gun is pointed away from the beacon, the safety is automatically disengaged.
Whenever a firearm with a Safe Target System is pointed to within 2 meters of a character wearing a compatible Safe Target Beacon, make a Rating (5) Test. Apply any appropriate modifiers for ECM; the beacon has a Flux rating equal to its rating -1. If the test succeeds, the Safe Target System engages and prevents the weapon from firing until it is pointed away from the two meter radius safety zone. This feature also prevents the wielder from shooting any target behind or in front of the Safe Target beacon. If a Safe Target beacon is within 2 meters of the weapon, the system engages the safety. The system ignores the beacon of the character wielding the equipped weapon.
Safe Target Systems can be programmed to work with multiple guns and beacons. The encryption of the Safe Target beacon is equal to half its rating (round down). Once installed, a Safe Target gun modification cannot be removed. If the gun modification and beacon have different ratings, use the lowest. The Safe Target System can be turned on or off with a Simple Action.
Source: Cannon Companion, page 33 |
Side Saddle*
Side saddles are racks designed to hold ammunition for a convenient reload. They are usually mounted on the buttstock, receiver, or even the sling of a gun and carry between four and eight rounds of ammunition. They allow the shooter quick access to new shells for a tactical reload in a pinch. They can also be used to keep special shells, such as Shock Locks or Stun Shells, ready for use. Side Saddles do not use up a weapon mount and only one can be attached to a single weapon. - Game Effects: The side saddle has no effect on the reload process itself; necessary reload actions remain unaffected and limitations for mixed ammo types apply normally. It simply adds the option to attach some spare ammo to the weapon itself, e.g. for a more convenient accessability or when passing the weapon on to another character. Of course, a side saddle is only usefull for weapons that are not using clips or belts, e.g. weapons with the ammo types of magazine, cylinder or break-action.
Source: Custom Denver MUSH |
Silencer
A silencer is a barrel-mounted accessory that reduces the sound and flash of a weapon’s discharge. Silencers can only be used with single-shot or semi-automatic weapons. They cannot be used with revolvers. A silencer applies a +2 target number modifier to any attempt to notice the weapon’s use, or to locate the weapon’s firer. Using a silencer modifies Concealability by –2, and requires one Complex Action to install or remove. - Denver House Rule: All firearm silencers are considered to be Sound Suppressors (+hr firearms suppressors).
Source: Shadowrun 3rd Edition, page 282 |
Sling
Made from nylon or cloth and attaches to the barrel and stock, a sling allows the user to hang the gun from their shoulder and makes it less likely they'll drop it in combat or other difficult situations. Slings can be attached only to submachine guns, rifles, and shotguns.
Source: Cannon Companion, page 33 |
Snap-Tight Briefcase*
Made out of hardened polyresins with two separate, sealed interior layers, the Snap-Tight holster is designed to close with an air tight sealing, with a sturdy, reinforced inner frame. When closed, it forms an airtight seal, and a built-in button-sized vacuum removes all the air to provide an additional deterrent against chemsniffers. Bringing the weapon to bear is slower than normal, and produces an audible hiss as the pressure equalizes. - Game rules: The Snap-Tight holster provides a Hermetic Seal for pistols, adding +4 against Chemsniffers. It can also hold up to two clips of ammunition with the weapon if desired. The briefcase-sized version can hold SMGs and disassembled rifles, in addition to two clips of ammunition for them. It gives no modifier to concealability. - Once the items are inserted and the holster is activated, it takes 60 seconds (20 combat rounds) to achieve full vacuum and get the bonus. Readying a weapon from a Snap-Tight holster takes a Complex action, and the weapon cannot be quickdrawn. Pistols with a barrel mount (such as a silencer) will not fit in the holster - such things must be reattached after the weapon has been cleared from the holster.
Source: Custom Denver MUSH |
Snap-Tight Holster*
Made out of hardened polyresins with two separate, sealed interior layers, the Snap-Tight holster is designed to close with an air tight sealing, with a sturdy, reinforced inner frame. When closed, it forms an airtight seal, and a built-in button-sized vacuum removes all the air to provide an additional deterrent against chemsniffers. Bringing the weapon to bear is slower than normal, and produces an audible hiss as the pressure equalizes. - Game rules: The Snap-Tight holster provides a Hermetic Seal for pistols, adding +4 against Chemsniffers. It can also hold up to two clips of ammunition with the weapon if desired. The briefcase-sized version can hold SMGs and disassembled rifles, in addition to two clips of ammunition for them. It gives no modifier to concealability. - Once the items are inserted and the holster is activated, it takes 60 seconds (20 combat rounds) to achieve full vacuum and get the bonus. Readying a weapon from a Snap-Tight holster takes a Complex action, and the weapon cannot be quickdrawn. Pistols with a barrel mount (such as a silencer) will not fit in the holster - such things must be reattached after the weapon has been cleared from the holster.
Source: Custom Denver MUSH |
Sound Suppressor
Similar to silencers, sound suppressors are used with burst-fire and full-auto weapons. A sound suppressor adds a +2 target number modifier to any attempt to notice the weapon’s use or to locate the weapon’s firer. Sound suppressors must be replaced every 300 rounds of burst or autofire. A sound suppressor modifies Concealability by –2, and requires two Complex Actions to install or remove.
Source: Shadowrun 3rd Edition, page 282 |
Spare Clips
Extra ammunition clips cost 5¥ per clip, unloaded. They hold the maximum rounds available for the weapon, and are not interchangeable from weapon to weapon even within the same class.
Source: Shadowrun 3rd Edition, page 282 |
Standard Holster
Standard holsters for pistol-sized weapons are available in styles to be worn on the hip or shoulder, in the small of the back. or on the thigh or ankle.
Source: Cannon Companion, page 33 |
Underbarrel Grapple Gun
Designed as an underbarrel attachment for rifle-sized weapons or larger, this device uses the rules for the grapple gun. It can be loaded with regular or stealth lines.
Source: Cannon Companion, page 33 |
Device |
Mount |
Conceal |
RC |
Weight |
Avail |
Cost |
SI |
Legality |
Bipod |
Underbarrel Mount |
— |
2 |
2 |
6/12h |
400 |
1 |
Legal |
Foregrip |
Underbarrel |
-1 |
1 |
0.5 |
2/24h |
100 |
1 |
Legal |
Gas Vent II |
Barrel Mount |
-1 |
2 |
0.5 |
2/24h |
450 |
0.8 |
Legal |
Gas Vent III |
Barrel Mount |
-2 |
3 |
0.75 |
2/24h |
700 |
1 |
Legal |
Gas Vent IV |
Barrel Mount |
-2 |
4 |
0.75 |
2/24h |
1,000 |
1 |
Legal |
Gyro-Mount, Deluxe |
Underbarrel Mount |
-6 |
6 |
6 |
4/48h |
6,000 |
1 |
Legal |
Gyro-Mount, Max (Max-Gyro) |
Underbarrel Mount |
-7 |
7 |
7 |
6/48h |
7,800 |
1 |
Legal |
Gyro-Mount, Standard |
Underbarrel Mount |
-5 |
5 |
5 |
4/48h |
2,500 |
1 |
Legal |
Hip Pad Bracing System |
Stock Upgrade |
-4 |
1 |
2 |
4/48h |
250 |
1 |
Legal |
Personalized Grip |
Grip |
— |
1 |
0.1 |
5/24h |
200 |
1 |
legal |
Sawed-off Stock* |
Stock |
+1 |
+1 |
-1 |
— |
— |
— |
as weapon |
Shock Pads |
Stock Upgrade |
— |
1 |
0.25 |
2/24h |
200 |
0.75 |
Legal |
Stock, rigid or folding |
Stock Upgrade |
-1 |
1 |
0.5 |
2/24h |
200 |
0.75 |
Legal |
Tripod |
Underbarel Mount |
— |
6 |
8 |
10/12 h |
600 |
1 |
Legal |
Underbarrel Weight |
Underbarrel Mount |
-1 |
1 |
1 |
2/24h |
50 |
1 |
Legal |
Bipod
Bipods are two-legged braces that extend downward from the weapon, allowing the weapon to be fired low to the ground with the user in a sitting or lying position. A bipod uses the underbarrel mount, does not affect Concealability and provides 2 points of recoil compensation when deployed. Setting up a bipod is a Simple Action.
Source: Shadowrun 3rd Edition, page 282 |
Foregrip
By installing this pistol grip underneath a weapon's barrel, a character using both hands while firing can stabilize the weapon and reduce lift to the barrel. The foregrip provides one point of recoil compensation, and can only be used on submachine guns, assault rifles, and shotguns.
Source: Cannon Companion, page 35 |
Gas Vent II
Gas-vent recoil compensation systems vent a weapon’s barrel gases at a specific vector to counter barrel climb. These systems are all barrel-mounted, and subtract from the weapon’s Concealability. Once installed, gas-vent systems cannot be removed. The Gas-vent II system provides 2 points of recoil compensation, with a –1 Concealability modifier
Source: Shadowrun 3rd Edition, page 282 |
Gas Vent III
Gas-vent recoil compensation systems vent a weapon’s barrel gases at a specific vector to counter barrel climb. These systems are all barrel-mounted, and subtract from the weapon’s Concealability. Once installed, gas-vent systems cannot be removed. The Gas-vent III system provides 3 points of recoil compensation, with a –2 Concealability modifier
Source: Shadowrun 3rd Edition, page 282 |
Gas Vent IV
Gas-vent recoil compensation systems vent a weapon’s barrel gases at a specific vector to counter barrel climb. These systems are all barrel-mounted, and subtract from the weapon’s Concealability. Once installed, gas-vent systems cannot be removed. The Gas-vent IV system provides 4 points of recoil compensation, with a –2 Concealability modifier
Source: Cannon Companion, page 35 |
Gyro-Mount, Deluxe
These systems consist of a heavy upper-body harness with an attached, articulated, gyro-stabilized arm that mounts a rifle or heavy weapon. The gyro-stabilization system neutralizes recoil and movement modifiers up to its rating (deluxe Rating 6). Standard military systems also include smart goggles with a protected cable connection. Mounted smart-guns may still be fed through standard palm induction links. When worn, the entire system provides an additional point of impact and ballistic armor, and is not concealable. Gyro systems add +4 to the wearer’s target numbers in melee combat, and only allow him to use half his Combat Pool dice. It takes 5 minutes to get into a gyro-mount harness and one Complex Action to “quick-release” out of it. Attaching or removing a weapon from the mount requires two Complex Actions.
Source: Shadowrun 3rd Edition, page 282 |
Gyro-Mount, Max (Max-Gyro)
An improved, more sophisticated and more stylish version of the gyro stabilization unit, the Max Gyro uses the standard rules but provides 7 points of recoil compensation and reduces movement modifiers by 7.
Source: Cannon Companion, page 35 |
Gyro-Mount, Standard
These systems consist of a heavy upper-body harness with an attached, articulated, gyro-stabilized arm that mounts a rifle or heavy weapon. The gyro-stabilization system neutralizes recoil and movement modifiers up to its rating (standard Rating 5). Standard military systems also include smart goggles with a protected cable connection. Mounted smart-guns may still be fed through standard palm induction links. When worn, the entire system provides an additional point of impact and ballistic armor, and is not concealable. Gyro systems add +4 to the wearer’s target numbers in melee combat, and only allow him to use half his Combat Pool dice. It takes 5 minutes to get into a gyro-mount harness and one Complex Action to “quick-release” out of it. Attaching or removing a weapon from the mount requires two Complex Actions.
Source: Shadowrun 3rd Edition, page 282 |
Hip Pad Bracing System
Designed for trolls and other metahumans large enough to carry and fire heavy weapons, this system allows the wielder to brace the weapon against their hip, reducing recoil by 1.
Source: Cannon Companion, page 35 |
Personalized Grip
A gunsmith can modify the handle and contours of a weapon to better fit the hands and stance of an individual user. This allows that particular user to control the gun slightly more effectively, and provides a -1 recoil modifier. Other users receive no bonus or negative modifiers for using the weapon.
Source: CC 82 |
Sawed-off Stock*
Regularly done in conjunction with a sawed-off barrel, the resulting shotgun is easier to conceal if harder to fire accurately though that drawback is often unimportant when firing such a small scattergun. - Rule: Any shotgun may have its stock sawn-off. This mod is incompatible with the shock pad accessory. Adds +1 Conceal to the weapon and +1 Recoil per shot. - Installation TN/Base Time: Shotguns B/R TN 3/2 hours Base Time. Tools: Kit: +1TN due to poor tools. Shop: No penalty. FCU: None. Design Points: +8
Source: Custom Denver MUSH (+info gear custom fire acc sawed) |
Shock Pads
Shock-absorbing pads can be mounted on the rigid shoulder stock of a rifle, assault rifle or shotgun, or on the hip brace of a heavy automatic weapon. The shock pad gives 1 point of recoil compensation.
Source: Shadowrun 3rd Edition, page 282 |
Stock, rigid or folding
A rigid or folding stock can be added to SMG-sized or smaller weapons that don't already have them. Stocks provide 1 point of recoil compensation.
Source: Cannon Companion, page 35 |
Tripod
A heavy, stable mounting for heavy weapons, tripods are not concealable, and provide 6 points of recoil compensation. Tripods require a Simple Action to set up and must be used from a prone or sitting position.
Source: Shadowrun 3rd Edition, page 282 |
Underbarrel Weight
The recoil compensator is simply a weight attached to the underside of the barrel, severing as a counterweight to the lift of the barrel, serving as a counterweight to the lift of the barrel during firing. It provides 1 point of recoil compensation.
Source: Cannon Companion, page 35 |
Device |
Mount |
Conceal |
Rating |
Weight |
Avail |
Cost |
SI |
Legality |
Extended Laser Sight |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
8/48h |
1,500 |
1 |
Legal |
Flashlight, Low-Light |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
2/24h |
250 |
1 |
Legal |
Flashlight, Standard |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
2/24h |
50 |
0.75 |
Legal |
Flashlight, Thermographic |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
2/24h |
450 |
1 |
Legal |
Guncam |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
4/48h |
1,000 |
1 |
Legal |
Guncam Transmitter |
Guncam Internal |
-1 |
Variable |
0.25 |
4/48h |
2,500 x Rating |
1.5 |
7P-U |
Imaging Scope, Low Light |
Top Mount |
-2 |
— |
0.25 |
3/36h |
1,500 |
.8 |
Legal |
Imaging Scope, Magnification 1 (optical or electronic) |
Top Mount |
-1 |
1 |
0.25 |
3/36h |
500 |
0.8 |
Legal |
Imaging Scope, Magnification 2 (optical or electronic) |
Top Mount |
-1 |
2 |
0.25 |
3/36h |
800 |
0.9 |
Legal |
Imaging Scope, Magnification 3 (optical or electronic) |
Top Mount |
-1 |
3 |
0.25 |
3/36h |
1,200 |
1 |
Legal |
Imaging Scope, Thermographic |
Top Mount |
-2 |
— |
0.25 |
3/36h |
1,500 |
.8 |
Legal |
Laser Sight |
Top/Underbarrel Mount |
-1 |
— |
0.25 |
6/36h |
500 |
0.9 |
Legal |
Ultrasound Goggles |
Helmet/Shades |
— |
|
— |
3/36h |
1100 |
1 |
Legal |
Ultrasound Sight |
Top/Underbarrel Mount |
-2 |
— |
0.25 |
8/96h |
1,300 |
0.8 |
Legal |
Extended Laser Sight
A high-powered version of the standard laser sight, this device follows the same rules and provides the same -1 TN modifier for Firearms Tests if the user can see the red dot. However, this device has a maximum range of 150 meters during the day and 500 meters at night. Like the standard model, this device cannot function through mist, fog, smoke or rain.
Source: Cannon Companion, page 35 |
Flashlight, Low-Light
This tactical light illuminates whatever is in the weapon’s sights up to a distance of 20 meters. For all versions of the flashlight, apply the partial visibility modifier to tests made against anything illuminated by the flashlight (there is no modifier if partial light is already available). The cone of light is narrow, concentrating the illumination in a small area. In addition, the lens is recessed, making it difficult for those not directly in the light’s path to trace its source. A character looking directly into the light will suffer a glare visibility modifier. The low-light version uses soft red light to illuminate an area for characters with low-light vision.
Source: Cannon Companion, page 35 |
Flashlight, Standard
This tactical light illuminates whatever is in the weapon’s sights up to a distance of 20 meters. For all versions of the flashlight, apply the partial visibility modifier to tests made against anything illuminated by the flashlight (there is no modifier if partial light is already available). The cone of light is narrow, concentrating the illumination in a small area. In addition, the lens is recessed, making it difficult for those not directly in the light’s path to trace its source. A character looking directly into the light will suffer a glare visibility modifier.
Source: Canon Companion, page 35 |
Flashlight, Thermographic
This tactical light illuminates whatever is in the weapon’s sights up to a distance of 20 meters. For all versions of the flashlight, apply the partial visibility modifier to tests made against anything illuminated by the flashlight (there is no modifier if partial light is already available). The cone of light is narrow, concentrating the illumination in a small area. In addition, the lens is recessed, making it difficult for those not directly in the light’s path to trace its source. A character looking directly into the light will suffer a glare visibility modifier. The infrared version provides illumination for characters with thermographic vision
Source: Cannon Companion, page 35 |
Guncam
The guncam is a miniaturized video camera that records whatever the gun is targeting. The device can be either externally linked to a recording device or it can include a miniaturized vidlink transmitter, allowing the images to be transmitted to a receiver elsewhere. The transmitter's Flux rating is 2.
Source: Cannon Companion. page 35 |
Guncam Transmitter
Transmitter for the guncam system
Source: Cannon Companion, page 35 |
Imaging Scope, Low Light
One of a variety of imaging scopes that are available, the low-light scope allows to add low-light vision to a gun users use. Imaging scopes may only be top-mounted, may not be used with smartlink systems, and require one Complex Action to install or remove. Combo versions combine multiple systems, allowing the user to switch between them. To determine the price of these systems, add together the costs of their components.
Source: Shadowrun 3rd Edition, page 282 |
Imaging Scope, Magnification 1 (optical or electronic)
One of a variety of imaging scopes that are available, electronic or optical magnification. Imaging scopes may only be top-mounted, may not be used with smartlink systems, and require one Complex Action to install or remove. Magnifying scopes can modify a weapon’s range target number. Combo versions combine multiple systems, allowing the user to switch between them. To determine the price of these systems, add together the costs of their components.
Source: Shadowrun 3rd Edition, page 282 |
Imaging Scope, Magnification 2 (optical or electronic)
One of a variety of imaging scopes that are available, electronic or optical magnification. Imaging scopes may only be top-mounted, may not be used with smartlink systems, and require one Complex Action to install or remove. Magnifying scopes can modify a weapon’s range target number. Combo versions combine multiple systems, allowing the user to switch between them. To determine the price of these systems, add together the costs of their components.
Source: Shadowrun 3rd Edition, page 282 |
Imaging Scope, Magnification 3 (optical or electronic)
One of a variety of imaging scopes that are available, electronic or optical magnification. Imaging scopes may only be top-mounted, may not be used with smartlink systems, and require one Complex Action to install or remove. Magnifying scopes can modify a weapon’s range target number. Combo versions combine multiple systems, allowing the user to switch between them. To determine the price of these systems, add together the costs of their components.
Source: Shadowrun 3rd Edition, page 282 |
Imaging Scope, Thermographic
One of a variety of imaging scopes that are available, the thermographic scope allows to add thermographic vision to a gun users use. Imaging scopes may only be top-mounted, may not be used with smartlink systems, and require one Complex Action to install or remove. Combo versions combine multiple systems, allowing the user to switch between them. To determine the price of these systems, add together the costs of their components.
Source: Shadowrun 3rd Edition, page 282 |
Laser Sight
This device projects a laser beam to produce a glowing red spot on the target. The sight activates when the user touches the trigger. It provides a –1 target number modifier for firearms tests. Laser sights may not be used with a smartlink system, and are available in underbarrel or top-mounting versions. Mounting a laser sight adds –1 to a weapon’s Concealability Rating, and requires one Complex Action to install or remove. It has a range of 50 meters in the day and 150 meters at night.
Source: Shadowrun 3rd Edition, page 282 |
Ultrasound Goggles
This large eye-covering visor connects via fiber-optic cable to a weapon rigged with an ultrasound sight. The sight displays a topographic contour map of the target area. This system may also be built into a helmet or sunglasses.
Source: SR3 282 |
Ultrasound Sight
This device attaches as an underbarrel or top-mount. It projects a scanning beam of coded sound that sweeps the area where a weapon is pointing, mapping it. The ultrasound sight is ideal for night fighting, complete darkness, or against foes who have defeated thermographic sights. Ultrasound systems reduce all target number modifiers resulting from lighting and invisibility by half (round up).
Source: Shadowrun 3rd Edition, page 282 |
Device |
Mount |
Conceal |
Rating |
Weight |
Avail |
Cost |
SI |
Legality |
Cyber Choke |
Integral |
— |
— |
— |
as weapon |
10 percent of weapon cost |
as weapon |
4P-N |
Personalized Smartlink Safety |
Integral |
— |
8 |
— |
3/36h |
1000 |
1.5 |
Legal |
Smart Gloves* |
— |
4 |
— |
0.25 |
8/72h |
4500 |
2 |
4P-N |
Smartlink I, external |
Top/Underbarrel Mount |
-2 |
2 |
1 |
4/48h |
600 |
1 |
4P-N |
Smartlink I Goggles |
— |
— |
— |
0.1 |
3/36h |
3,000 |
1 |
4P-N |
Smartlink I, internal |
internal |
— |
2 |
0.5 |
As Weapon |
+100% Weapon |
As Weapon |
4P-N |
Smartlink II, external |
Top/Underbarrel Mount |
-2 |
2 + specials |
0.75 |
6/48h |
800 |
2 |
4P-N |
Smartlink II Goggles |
— |
— |
— |
0.1 |
4/36h |
3500 |
2 |
4P-N |
Smartlink II, internal |
internal |
— |
2 + specials |
0.25 |
As Weapon |
+150% Weapon |
As Weapon |
4P-N |
Cyber Choke
For an extra 10 percent of a weapon's cost, the choke on a smart shotgun can be rigged for cybernetic adjustment. Shotguns equipped with smartlinks that fire shot rounds receive a -1 target number modifier. Also, changing a cyber choke via smartgun is a Free Action (see SR3 105). Shotguns get no benefits from smart goggles or laser sights.
Source: SR3 105, 117 |
Personalized Smartlink Safety
A smartgun equipped with this modification has the safety permanently engaged unless it is in contact with a smartlink system that carries the proper (encrypted) serial number. A smartgun with personalized safety feature only works for the user possessing the specific smartlink system for which it was programmed. The gun is just a chunk of metal to anyone else. A gun can be programmed to operate for more than one smartlink. The serial number's Encryption Rating is 8.
Source: Man and Machine, p. 32 |
Smart Gloves*
In an effort to assist non-cybered individuals and streamline combat systems, Combatics, Inc. (A fully owned subsidiary of Ares Macrotechnology) has introduced the Smart Glove. The Smart Glove system is designed to quickly interface with a weapon's smartlink system, alieviating the need to connect and reconnect a fibre-optic line each time you change weapons. This allows an individual to change weapons with the ease and effort of a cybered user. - The Smart Glove is a large glove that fits the entire hand (right and left hand models are availiable) as well as part of the forearm. Fiber-optic cables run along the arm, shoulder and neck (usually beneath clothing and/or armour) to connect to the appropriate smart optic system (be they sunglasses, goggles, etc). Once the system is in place, the individual can use any smartlinked weapon at will, removing the need for an induction pad or direct fiber-optic link to the weapon itself. - Game Notes: The Smart Glove requires Smartgoggles (or their equivilent). The Smart Glove simply allows you to not have to connect and reconnect the wiring, allowing you to change weapons like you had the induction pad cyberware. Wearing a Smart Glove precludes wearing any other sort of glove (shock gloves, hardliner gloves, etc). You are still limited to -1 TN modifier while using any non-cyber component in a smartlink system, including the use of this glove.
Source: Custom Denver MUSH (+info gear custom misc smartglove) |
Smartlink I, external
External version.The smartgun system provides a feedback circuit relating the gun’s angle of fire to the shooter’s line of sight. The external system mounts on the weapon (top- or underbarrel positions) and can be transferred from weapon to weapon, with one hour of maintenance and alignment. Without a receptor (smart goggles or smartlink cyberware), the hardware is dead weight. Using a smartlinked weapon with a cyber smartlink provides a –2 target number modifier for firearms tests. Using the smarlink modification with smartlink goggles provide a -1 modifier (see SR3 112). Also, it quickens combat actions, like clip release and weapon mode switching (see SR3 106-107).
Source: Shadowrun 3rd Edition, page 282 |
Smartlink I Goggles
This pair of oversized goggles connects by fiber-optic cable to a weapon rigged as a smartgun. The chips in the gun feed into receptors in the goggles, producing red cross hairs in the user’s field of vision, centered on where the gun is pointing. The amount of ammunition remaining also appears in the user’s field of vision. This system may be built into a helmet or, for double the nuyen, rigged as mirrored sunglasses. In addition to simple targeting, smart goggles may be set up for low-light or infrared reception. For low-light or infrared additions, add +1,000¥.
Source: Shadowrun 3rd Edition, page 282 |
Smartlink I, internal
Internal version.The smartgun system provides a feedback circuit relating the gun’s angle of fire to the shooter’s line of sight. The external system mounts on the weapon (top- or underbarrel positions) and can be transferred from weapon to weapon, with one hour of maintenance and alignment. Without a receptor (smart goggles or smartlink cyberware), the hardware is dead weight. Using a smartlinked weapon with a cyber smartlink provides a –2 target number modifier for firearms tests. Using the smarlink modification with smartlink goggles provide a -1 modifier (see SR3 112). Also, it quickens combat actions, like clip release and weapon mode switching (see SR3 106-107).
Source: Shadowrun 3rd Edition, page 282 |
Smartlink II, external
External version.The smartgun system provides a feedback circuit relating the gun’s angle of fire to the shooter’s line of sight. The external system mounts on the weapon (top- or underbarrel positions) and can be transferred from weapon to weapon, with one hour of maintenance and alignment. Without a receptor (smart goggles or smartlink cyberware), the hardware is dead weight. Using a smartlinked weapon with a cyber smartlink provides a –2 target number modifier for firearms tests. Using the smartlink modification with smartlink goggles provide a -1 modifier (see SR3 112). Also, it quickens combat actions, like clip release and weapon mode switching (see SR3 106-107). When using smartlink-2 accessory, apply only a +2 modifier for Called Shots. Linked weapons, as underbarrel grenade launchers or rocket launchers, also receive a -1 modifier to targeting test TN with smartlink-2. Weapons with intelligence rating (e.g. missiles) cannot benefit from smartlink. Smartlink-2 systems only work with guns and cyberware/goggles that are both smartlink-2-ready (see MM 31).
Source: Man and Machine, p. 31-32 |
Smartlink II Goggles
This pair of oversized goggles connects by fiber-optic cable to a weapon rigged as a smartgun. The chips in the gun feed into receptors in the goggles, producing red cross hairs in the user’s field of vision, centered on where the gun is pointing. The amount of ammunition remaining also appears in the user’s field of vision. This system may be built into a helmet or, for double the nuyen, rigged as mirrored sunglasses. In addition to simple targeting, smart goggles may be set up for low-light or infrared reception. For low-light or infrared additions, add +1,000¥. This goggle version is for use with smartlink-2 weapon accessories.
Source: Man and Machine, p. 31-32 |
Smartlink II, internal
Internal version.The smartgun system provides a feedback circuit relating the gun’s angle of fire to the shooter’s line of sight. The external system mounts on the weapon (top- or underbarrel positions) and can be transferred from weapon to weapon, with one hour of maintenance and alignment. Without a receptor (smart goggles or smartlink cyberware), the hardware is dead weight. Using a smartlinked weapon with a cyber smartlink provides a –2 target number modifier for firearms tests. Using the smarlink modification with smartlink goggles provide a -1 modifier (see SR3 112). Also, it quickens combat actions, like clip release and weapon mode switching (see SR3 106-107).
Source: Man and Machine, p. 31-32 |
Device |
Mount |
Conceal |
Rating |
Weight |
Avail |
Cost |
SI |
Legality |
Laser Designator, Hand-held |
Hand-held |
8 |
— |
0.5 |
12/14d |
3,000 |
2 |
8-U |
Laser Designator, Weapon-Mounted |
Top/Underbarrel Mount |
-2 |
— |
0.5 |
12/2w |
3,000 |
2 |
8-U |
Microwave Designator |
Hand-held |
4 |
— |
4.5 |
24/30d |
12,500 |
2 |
6-U |
Radar Designator |
Tripod/Vehicle Mounted |
— |
— |
25.0 |
24/90d |
48,000 |
2 |
5-U |
Laser Designator, Hand-held
This device reflects an infrared laser light off the target, visible only to characters with thermographic vision. This is a hand-held model. Smoke is very effective at blocking the laser beam; apply double the modifiers for smoke when making a Spotting Test with a laser designator.
Source: Cannon Companion, page 35 |
Laser Designator, Weapon-Mounted
This device reflects an infrared laser light off the target, visible only to characters with thermographic vision. Two versions are available - one mounts like a laser sight on a weapon and the other is a hand-held model. Smoke is very effective at blocking the laser beam; apply double the modifiers for smoke when making a Spotting Test with a laser designator.
Source: Cannon Companion, page 35 |
Microwave Designator
This hand-held device reflects microwaves off the target. Chaff (strips of metallic foil released in the atmosphere) is very effective at blocking microwaves. If chaff is released between a microwave designator and a target, apply a minimum +4 and a maximum +12 modifier to the Spotting Test.
Source: Cannon Companion, page 35 |
Radar Designator
A radar designator is equipped with a fold out tripod that requires a Complex Action to set up. It reflects a radar signal off the target. Chaff blocks radar beams in the same way it affects a microwave designator. A radar designator may be mounted on a vehicle, requiring 1 CF of cargo space.
Source: Cannon Companion p. 35 |
Ammo
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
APDS Round |
Firearms |
— |
Halves Ballistic |
— |
— |
0.25 |
14/14d |
7 |
4 |
3-M |
Shadowrun 3rd Edition, page 281 |
AV Round |
Firearms |
— |
AV Rules used |
— |
— |
1 |
16/14d |
20 |
4 |
3-M |
Cannon Companion, page 38 |
Capsule Round |
Firearms |
— |
Special, see text |
— |
— |
0.25 |
4/48h |
1 |
2 |
As Weapon |
Cannon Companion, page 38 |
Ex Explosive Round |
Firearms |
— |
+2 Power, see text |
— |
— |
0.75 |
6/72h |
10 |
1.5 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Explosive Round |
Firearms |
— |
+1 Power, see text |
— |
— |
0.75 |
3/36h |
5 |
0.8 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Firepower MK-II* |
Firearms |
— |
+1 pw lvl, -2 ballistic armor |
— |
— |
0.05 |
10/10d |
10 |
2 |
3-L |
Custom Denver MUSH |
Flechette Round |
Firearms |
— |
+1 Damage code, see text |
— |
— |
0.5 |
3/36h |
10 |
0.8 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Gel Round |
Firearms |
— |
-2 Power (Stun) |
— |
— |
0.25 |
4/48h |
3 |
1 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Glazer Round |
Firearms |
— |
+2 Power, see text |
— |
— |
0.5 |
10/7d |
7.5 |
3 |
3-M |
Cannon Companion, page 38 |
Hi-C Plastic Round |
Firearms |
— |
-1 Power, see text |
— |
— |
0.25 |
6/7d |
15 |
3 |
3-M |
Cannon Companion, page 38 |
Hollow Point Round |
Firearms |
— |
+1 pw lvl, +3 pw lvl against unarmored target, add ballistic and impact armor |
— |
— |
0.05 |
5/48h |
5 |
2 |
as weapon |
CC 38 |
Incendiary Round |
Firearms |
— |
As Weapon, see text |
— |
— |
0.75 |
10/7d |
15 |
2 |
3-M |
Cannon Companion, page 38 |
Mercury Round |
Firearms |
— |
As Weapon, see text |
— |
— |
0.75 |
6/48h |
5 |
1.5 |
3-M |
Cannon Companion, page 38 |
Regular Round |
Firearms |
— |
As Weapon |
— |
— |
0.05 |
2/24h |
2 |
0.75 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Silver Bullets* |
Firearms |
— |
as weapon, special |
— |
— |
0.075 |
8/96h |
10 |
3 |
3-M |
Custom Denver MUSH |
Spiritbusters* |
Firearms |
— |
as weapon, elemental, special |
— |
— |
0.025 |
14/30d |
150 |
2 |
— |
Custom Denver MUSH |
Subsonic Rounds* |
Firearms |
— |
reduce sound, lowered Power and TN |
— |
— |
0.5 |
6/48hd |
5 |
1.5 |
as weapon |
Custom Denver MUSH |
Taser Dart |
Taser |
— |
As Weapon |
— |
— |
0.5 |
6/36h |
50 |
1.5 |
As Weapon |
Shadowrun 3rd Edition, page 281 |
Tracer Round |
Firearms |
— |
reduced TN, special |
— |
— |
0.05 |
3/24h |
7.5 |
1 |
as weapon |
SR3 280-281, CC 117 |
Tracker Round, AOD |
Firearms |
— |
as weapon, special |
— |
— |
0.1 |
Rating/7d |
Rating x 200 |
1 |
6-U |
CC 38-39, SR3 291 |
Tracker Round, Standard |
Firearms |
— |
as weapon, special |
— |
— |
0.1 |
Rating/7d |
Rating x 300 |
1 |
6-U |
CC 38-39, SR3 291 |
APDS Round
When used, APDS halves (round down) the Ballistic Rating of armor or the Barrier Rating of an object in any attack. APDS is not anti-vehicular and is therefore treated as normal ammunition against vehicles and drones.
House Rules (+hr combat ammo apds) :
APDS Ammo on Shadowrun: Denver is limited to certain weapons classes.
APDS Ammo is not available to:
- Pistol
- Submachine Gun
Source: Shadowrun 3rd Edition, page 281 |
AV Round
Anti-vehicular (AV) rounds are high-speed projectiles with a solid bronze core, capable of penetrating layers of armor. AV rounds use the rules for APDS rounds against non-vehicle targets and use the anti-vehicular rules against vehicles.
House Rules (+hr combat ammo anti-vehicle) :
AV Ammo is no longer available on Shadowrun:Denver. There is no ammo that can be fired out of a small arm which can counteract the effects of vehicle armor.
Any other ammunition which acts like AV, such as Gyrojet Plusrockets or Assault Cannon AV rounds, are likewise no longer AV but continue to function as APDS rounds. In short, look to Rockets and Missiles for your AV needs.
Source: Cannon Companion, page 38 |
Capsule Round
Capsule rounds are gel rounds designed to carry a liquid. The round breaks open on impact and splashes the target with the liquid. Originally, capsule rounds carried only paint, dye or ink for games and target practice. In the 2060s, the capsule round casing has become stable enough to carry a single dose of nearly any liquid or compound.
These rounds use the rules for gel rounds, except that the capsule rounds do not increase the chance for knockdown. If the round carries a chemical or chemical compound, use the rules for exposure and effect.
If the target has a Vulnerability to the substance in the capsule, the Damage Level is increased by 1. If the target has a Moderate or Severe allergy, the Damage Level is increased by 2. A target with a Severe allergy also takes 1 box of Physical Damage.
The cost for these rounds assumes the capsule is filled with dye or paint or some other non-dangerous substance. For those filled with toxins or other chemical substance, adjust the cost, Avail, and SI as appropriate for that substance.
Source: Cannon Companion, page 38 |
Ex Explosive Round
Explosive rounds are solid slugs designed to fragment on impact. This state-of-the-art version of Explosive Rounds called EX Explosive rounds adds +2 to the power of the weapon.
For attempts to fire through a barrier, use twice the material’s normal Barrier Rating as the target number for the attack; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating.
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
Source: Shadowrun 3rd Edition, page 281 |
Explosive Round
Explosive rounds are solid slugs designed to fragment on impact. Increase the Power Rating of any attack made with explosive rounds by 1.
For attempts to fire through a barrier, use twice the material’s normal Barrier Rating as the target number for the attack; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating.
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
Source: Shadowrun 3rd Edition, page 281 |
Firepower MK-II*
It's BACK! Ares premier line of ammo returns after a long revamp to take the world by storm. Extensive testing and nearly 10 years of development in the making, Firepower ammo returns to vault Ares Arms ammo division back into the forefront of weapon's talk. Designed for maximum takedown as well as armor penetration, Firepower Mark II ammo is sure to help you take down your foe like never before! - Game Stats: Firepower MkII rounds have the following game effects: +1 Power, -2 Ballistic Armor. These are, for all intents and purposes, High-Explosive Armor Piercing rounds. Additionally, the round will explode in the weapon as per Explosive rounds on the Rule of One
Source: Custom Denver MUSH |
Flechette Round
Against unarmored targets, flechette rounds increase their Damage Codes by one level. For example, a heavy pistol (Damage Code 9M) firing a flechette round would have a Damage Code of 9S against unarmored targets. Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through. Also double the value of any vehicle armor.Dermal armor negates the Damage Level increase of flechette ammunition.
Guns with flechette ammo already figured into their Damage Code have an (f) notation following the Damage Code.
Source: Shadowrun 3rd Edition, page 281 |
Gel Round
Gel rounds are designed to take down a target without seriously damaging it. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds have a Power Rating 2 points less than that listed for the weapon’s normal round; they have the same Damage Level, except that all damage is Stun rather than Physical. Impact armor, not Ballistic, applies. Gel rounds also have greater chances of knocking a target character down. For Knockdown Tests involving gel rounds the character must make a Body Test against a target number equal to the Power of the attack.
Source: Shadowrun 3rd Edition, page 281 |
Glazer Round
Glazer rounds increase the Power of the weapon by 2. Against unarmored targets, glazer rounds also increase the Damage Level by one. Against armored targets, reduce the weapon's Power by double the target's highest armor rating, either Ballistic or Impact.
Against barriers or vehicles, double the rating of the barrier or vehicle armor.
Source: Cannon Companion, page 38 |
Hi-C Plastic Round
These round are designed to be undetectable by MADs. Though the rounds are composed of densiplast, the powerful propellant charge contained within the bullets makes them almost as damaging as regular rounds.
Hi-C plastic rounds cause Physical damage, but the extra punch doubles the recoil penalty of each round fired. Their lighter weight also makes them less dangerous at extreme distances; reduce the weapon's Power by 1 against long and extreme ranges. Use the target's highest armor rating (Ballistic or Impact) to reduce the Power of the attack. Reduce the TN for detecting Hi-C rounds by -1 per 4 rounds.
Source: Cannon Companion, page 38 |
Hollow Point Round
When a hollow point strikes a target, its shape causes the bullet's tip to peel back, expanding its surface area and allowing it to transfer more kinetic energy. - Hollow point rounds increase the Power of a firearm by 1; if the target is unarmored, increase the Power by 3. If the target is armored, add together the character's Ballistic and Impact armor to reduce the Power of the hollow point round.
Source: CC 38 |
Incendiary Round
Also called magnesium rounds, incendiary rounds are a deadlier version of tracer rounds (SR3 117). The magnesium coating on these bullets burns as they fly through the air, leaving a visible tracer trail (reduce TN as for Tracer rounds). When the bullet strikes the target, it leaves a trail of smoldering magnesium in whatever it passes through.
These bullets can be loaded every thrid round in a clip in the same way as tracer rounds, or they can be used to fill an entire clip. In both cases, they provide the same targeting bonus as tracer rounds. Incendiary rounds add to the Power of burst-fire shots according to standard rules.
Incendiary rounds will continue to burn a target after impact. At the end of each Combat Turn, a character who has been struck by incendiary rounds must make a Body Resistance Test against a Power equal to twice the number of incendiary rounds he was shot with and a Damage Level of L. The power of this burning damage is reduced by 2 per Combat Turn; each additional incendiary round that strikes adds 2 to the power level. Armor does not reduce this effect, nor can Combat Pool be used.
Incendiary rounds also may set flammable materials on fire, including clothing and gear worn by the target. Use the rules for Fire and Incendiaries, CC 98.
Incendiary rounds are inherently unstable and somewhat dangerous to use. Whenever incendiary rounds are used, if more 1s are rolled in the Attack Test than half (round down) the number of dice rolled, a magnesium round bursts inside of the firer's gun. Each consecutive Combat Phase in which incendiary rounds are used counts as an additional automatic die roll result of 1. If an incendiary round bursts, the firing character suffers one point-blank attack with a damage code equal to the base damage of the weapon. Armor reduces this damage, but Combat Pool may not be used. If the character's attack fails, his Combat Phase immediately ends and the weapon is severely damaged and unusable (and may be even on fire).
Source: Cannon Companion, page 38 |
Mercury Round
Similar to glazer rounds, mercury round are thinly jacketed and filled with mercury rather than flechette fragments. They use the same rules as glazer rounds, except that the Power of the weapon is not increased by 2.
Source: Cannon Companion, page 38 |
Regular Round
Regular Rounds.
Source: Shadowrun 3rd Edition, page 281 |
Silver Bullets*
Werewolves getting you down? Shapeshifter run off with your lady? Need an extra bit of style with your shots? Time for a Silver Bullet! Available today in all calibers except assault cannon! - Game Stats: These rounds are silver, and are hazardous to creatures with allergies or vulnerabilities to that element. They otherwise act as Mercury Rounds, Cannon Companion, page 38-39, without the free damage level against unarmored targets: against armored targets, reduce the weapon's Power by double the target's highest armor rating, either Ballistic or Impact. Against barriers or vehicles, double the rating of the barrier or vehicle armor.
Source: Custom Denver MUSH |
Spiritbusters*
These rounds are imbued in such a way that they cause elemental damage (metal) with no secondary effect. They are created through a process that few yet understand. They cannot be attacked astrally and do not exist on the astral plane. Highly rare, a separate availability roll must be made for each batch of 10. Available in the following standard weapon classes: Heavy Pistol, Rifle and Shotgun. Spiritbuster shells for shotguns are available in both slug and buckshot varieties. Buckshot spiritbusters benefit from the Flechette and Shot rules. - Spirits shot with these rounds receive only half their normal armour vs the bullets. If the final power does not exceed this number, the spirit is still immune to the weapon. - Example: A Force 10 Elemental will have 20 points of armour vs normal rounds, or 10 armor vs Spiritbusters. A Heavy Pistol will only have a power of 9 and the elemental is still unaffected, while a Rifle with a Power of 14 will penetrate. Spiritbusters are considered elemental(metal) damage.
Source: Custom Denver MUSH |
Subsonic Rounds*
Subsonic ammunition is like regular ammunition except it is designed to travel below the speed of sound. This is usually achieved through a deliberately underpowered cartridge and a heavier bullet. Since the bullet fails to exceed the speed of sound, it does not produce the distinctive loud crack that regular ammunition does when breaking the sound barrier. While subsonic ammo is sometimes used by civilians as they require less ear protection, this type of silent cartridge is more popular among commandos, assassins and other clandestine types. Subsonic ammo can be used on its own, but it is designed to be used in combination with a sound suppressor to produce a minimum of noise. However, the slower bullet also has significantly less stopping power and loses trajectory faster than its supersonic counterparts, making it both weaker and more inaccurate at longer ranges. - Game Effects: Subsonic ammo gives a +2 TN to all Perception checks attempting to hear, notice or locate a gunshot. This is cumulative with sound suppressors or silencers (see +hr firearms suppressors). Subsonic ammo loses Power Rating throughout range categories: -1/-1/-2/-3; additionally, a +1/+1/+2/+3 TN modifiers applies in order to represent the bullet's inaccuracy.
Source: Custom Denver MUSH |
Taser Dart
A Taser Dart
Source: Shadowrun 3rd Edition, page 281 |
Tracer Round
Tracer ammo burns tracers along the line of flight, making it easier to home in on the target. This type of ammunition can only be used in full-auto weapons and are actually loaded as every third round in a clip. This is an exception to the restriction of one type of ammunition to a clip. Non-smartgun users receive an additional –1 target number modifier at all ranges beyond Short, cumulative with every third round fired (–1 after first three, –2 after six, –3 after nine, and so on). When calculating burst damage for three round, multiple round, or short bursts, do not add a bonus to the Power for the tracer round, but do increase the Damage Level accordingly. For example, a submachine gun at 5M firing 10 rounds would have a damage code of 12D, instead of the normal 15D.
Source: SR3 280-281, CC 117 |
Tracker Round, AOD
Designed to penetrate and lodge withing a target, tracker rounds contain a tracking signal (either standard or AOD, see SR3 291) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1d6; on a result of 1 or 6, the tracker round lodges in the target's armor. The AOD model only transmits its location when it receives a coded signal from the locator unit, and then only for five seconds, and so is less likely to be discovered through signal interception.
Source: CC 38-39, SR3 291 |
Tracker Round, Standard
Designed to penetrate and lodge withing a target, tracker rounds contain a tracking signal (either standard or AOD, see SR3 291) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1d6; on a result of 1 or 6, the tracker round lodges in the target's armor. The standard model, once activated, transmits its coordinates constantly until manually turned off.
Source: CC 38-39, SR3 291 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Big D's Temper |
Shotgun Ammo |
— |
+2 pw lvl, half impact armor, fire, special |
— |
— |
0.1 |
16/14d |
20 |
5 |
3-M |
CC 39 |
Bola Round |
Shotgun Ammo |
— |
+1 pw lvl, knockdown |
— |
— |
0.1 |
5/72h |
10 |
2 |
as weapon |
CC 39 |
Flare Round |
Shotgun Ammo |
— |
4M, fire |
— |
— |
0.1 |
4/48h |
2.5 |
1 |
as weapon |
CC 39 |
Shock Lock Round |
Shotgun Ammo |
— |
half barrier, +1 pw lvl |
— |
— |
0.075 |
5/48h |
7 |
2 |
as weapon |
CC 39 |
Stun Shell |
Shotgun Ammo |
— |
stun, double impact armor |
— |
— |
0.05 |
3/12h |
2.5 |
1 |
as weapon |
CC 39 |
Big D's Temper
When fired, these rounds spout flame and phosphorus from the barrel, burning nearby targets. The nature of the shells makes the possibility of damaging the weapon itself very high. - When a round is used, both taser ranges and shotgun spread and choke are applied. Increase the weapon's base Power by 2. Targets that take damage and nearby flammable materials may catch on fire. The Power of the attack is reduced by half (round down) Impact armor. - Each time one of these rounds is fired, roll 1d6. On a roll of 1, the heat and flame from the round severely damage the weapon and warp the barrel, making it unusable until repaired. Repairing the weapon requires the appropriate B/R (5) Skill Test with a base time of 72 hours and a gunsmithing shop.
Source: CC 39 |
Bola Round
Bola rounds consist of two slugs connected by a resilient monofilament line. When fired, the bullets spin around each other during flight, and together strike the target with a wider area of impact than standard slugs. When used,bola rounds increase the weapon's Power by 1 and increases the chance of knocking down the target; the target must make its Knockdown Test against the full Power of the weapon. A weapon firing bola rounds uses heavy pistol ranges. Each bola round counts as a single round.
Source: CC 39 |
Flare Round
Flare rounds are fired like a bullet, using heavy pistol ranges. At the Extreme Range Limit (60 meters), the rounds explode into a large shower of burning sparks. Typically shot into the air to act as a signal or location marker, flare rounds are rarely used to attack because they inflict only 4M damage against a target (reduced by half impact armor). Targets struck by a flare may catch fire; use the rules for fire-based secondary elemental attacks, but modify the die roll by -2 (Magic in the Shadows, 51-52). Burning targets continue to take damage.
Source: CC 39 |
Shock Lock Round
These slugs are composed of ceramic and metal composite that disintegrates upon impact so that bystanders are not injured by bullet fragments. Designed to shatter a door's lock or hinge, the Barrier Rating of a door is reduced by half (round down) against shock lock rounds. Against other targets, treat shock lock rounds as standard explosive rounds.
Source: CC 39 |
Stun Shell
Rather than being packed with buckshot, these shells are packed with tiny rubber balls. Designed to stop a target rather than kill, stun shells operate in the same way as standard shot shells except they inflict Stun damage. The Power of the attack is reduced by twice the Impact armor, but not by Ballistic armor.
Source: CC 39 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Assault Cannon, AV Belt |
Assault Cannon Ammo |
— |
as weapon |
— |
— |
15 |
16/14d |
9500 |
4 |
2-M |
CC 39-40 |
Assault Cannon, AV Rounds |
Assault Cannon Ammo |
— |
as weapon |
— |
— |
0.15 |
16/14d |
100 |
4 |
2-M |
CC 39-40 |
Assault Cannon, Belt |
Assault Cannon Ammo |
— |
as weapon |
— |
— |
12.5 |
6/72h |
4250 |
2 |
as weapon |
SR3 279, 281 |
Assault Cannon, Rounds |
Assault Cannon Ammo |
— |
as weapon |
— |
— |
0.125 |
5/72h |
45 |
2 |
as weapon |
SR3 279, 281 |
Assault Cannon, AV Belt
One belt of 100 assault cannon rounds. These highly stable explosive rounds are made of HDX superblast compounds. They are specifically designed to penetrate vehicle armor and use the anti-vehicular ammunition rules (SR3 149).
Source: CC 39-40 |
Assault Cannon, AV Rounds
These highly stable explosive rounds are made of HDX superblast compounds. They are specifically designed to penetrate vehicle armor and use the anti-vehicular ammunition rules (SR3 149).
Source: CC 39-40 |
Assault Cannon, Belt
One belt of 100 assault cannon rounds. These highly stable explosive rounds are made of HDX superblast compounds. Assault Cannons loaded with standard aassault cannon rounds are not anti-vehicular and are subject to damage reduction rules for vehicles (SR3 149).
Source: SR3 279, 281 |
Assault Cannon, Rounds
These highly stable explosive rounds are made of HDX superblast compounds. Assault Cannons loaded with standard aassault cannon rounds are not anti-vehicular and are subject to damage reduction rules for vehicles (SR3 149).
Source: SR3 279, 281 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
FN-AAL Gyrojet Rocket, Plus |
— |
— |
— |
— |
— |
2 |
14/21d |
120 |
4 |
2-M |
CC 39-40 |
FN-AAL Gyrojet Rocket, Seeker Head |
— |
— |
— |
— |
2D6 |
+0.25 |
+1/x1.5 |
120 |
as rocket |
as rocket |
CC 39-40 |
FN-AAL Gyrojet Rocket, Standard |
— |
— |
— |
— |
— |
1.75 |
4/48h |
80 |
2.5 |
6-K |
CC 39-40 |
FN-AAL Gyrojet Rocket, Plus
Gyrojet rockets are 6mm miniature rockets that may only be fired from a gyrojet pistol (CC 31). Propelled by a reactive alkaline fuel, the standard rockets are designed to explode upon impact (use the Damage Code listed for the gyrojet pistol. - The gyrojet-plus rockets are armor-piercing, capable of penetrating and delivering a potent blast. Plus rockets use the rules for APDS ammo (SR3 116), except that they are also anti-vehicular.
Source: CC 39-40 |
FN-AAL Gyrojet Rocket, Seeker Head
Gyrojet rockets are 6mm miniature rockets that may only be fired from a gyrojet pistol (CC 31). Propelled by a reactive alkaline fuel, the standard rockets are designed to explode upon impact (use the Damage Code listed for the gyrojet pistol. - These rocket heads feature sensor systems and are programmed to home in on the reflected energy from a target designator. The type of designator (laser, microwave or radar) with which the seeker is compatible must be chosen at the time of purchase. Seeker rockets use the rules for Indirect Fire (CC 99); use 2D6 to determine scatter. Seeker rockets may be Standard or Plus rockets.
Source: CC 39-40 |
FN-AAL Gyrojet Rocket, Standard
Gyrojet rockets are 6mm miniature rockets that may only be fired from a gyrojet pistol (CC 31). Propelled by a reactive alkaline fuel, the standard rockets are designed to explode upon impact (use the Damage Code listed for the gyrojet pistol.
Source: CC 39-40 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Bow Arrow, Barbed |
Arrow |
As Bow |
0.10 |
+1/36h |
+2 |
1 |
10P-D |
Cannon Companion, page 13 |
Bow Arrow, EX Explosive |
Arrow |
+2 Power |
As Arrow |
+4/14d |
+60 |
2 |
6P-D |
Cannon Companion, page 13 |
Bow Arrow, Explosive |
Arrow |
+1 Power |
As Arrow |
+2/7d |
+20 |
1 |
8P-D |
Cannon Companion, page 13 |
Bow Arrow, Hammerhead |
Arrow |
-2 Power (Stun) |
As Arrow |
+1/36h |
+10 |
1 |
10P-D |
Cannon Companion, page 13 |
Bow Arrow, Incendiary |
Arrow |
See Rules |
As Arrow |
+4/14 d |
+50 |
2 |
6-D |
Cannon Companion, page 13 |
Bow Arrow, Ranger-X |
Ranger-X Arrow |
As Bow |
0.08 |
4/36h |
18 |
1 |
10P-D |
Cannon Companion, page 13 |
Bow Arrow, Screamer |
Arrow |
Half Power (Stun) |
As Arrow |
+1/24h |
As Arrow |
1 |
Legal |
Cannon Companion, page 13 |
Bow Arrow, Standard |
Arrow |
As Bow |
0.1 |
3/36h |
10 |
1 |
10-D |
Shadowrun 3rd Edition, page 276 |
Crossbow Bolt, Barbed |
Crossbow Bolt |
as crossbow; see rules |
0.05 |
6/36h |
7 |
1 |
10P-D |
CC 13 |
Crossbow Bolt, EX Explosive |
Crossbow Bolt |
as crossbow; see rules |
0.05 |
9/14d |
65 |
2 |
6P-D |
CC 13 |
Crossbow Bolt, Explosive |
Crossbow Bolt |
as crossbow; see rules |
0.05 |
7/7d |
25 |
1 |
8P-D |
CC 13 |
Crossbow Bolt, Hammerhead |
Crossbow Bolt |
as crossbow; stun; see rules |
0.05 |
6/36h |
15 |
1 |
10P-D |
CC 13 |
Crossbow Bolt, Incendiary |
Crossbow Bolt |
as crossbow; see rules |
0.05 |
9/14d |
55 |
2 |
6-D |
CC 13 |
Crossbow Bolt, Screamer |
Crossbow Bolt |
as bow; stun; see rules |
0.05 |
6/24h |
5 |
1 |
— |
CC 13 |
Crossbow Bolt, Standard |
Crossbow Bolt |
As Crossbow |
0.05 |
5/36 h |
5 |
2 |
10P-D |
Shadowrun 3rd Edition, page 276 |
Pistol Crossbow Bolt, Barbed |
Crossbow Bolt |
as crossbow; see rules |
0.04 |
5/36h |
5 |
1 |
10P-D |
CC 13 |
Pistol Crossbow Bolt, EX Explosive |
Crossbow Bolt |
as crossbow; see rules |
0.04 |
8/14d |
63 |
2 |
6P-D |
CC 13 |
Pistol Crossbow Bolt, Explosive |
Crossbow Bolt |
as crossbow; see rules |
0.04 |
6/7d |
23 |
1 |
8P-D |
CC 13 |
Pistol Crossbow Bolt, Hammerhead |
Crossbow Bolt |
as crossbow; stun; see rules |
0.04 |
5/36h |
13 |
1 |
10P-D |
CC 13 |
Pistol Crossbow Bolt, Incendiary |
Crossbow Bolt |
as crossbow; see rules |
0.04 |
8/14d |
53 |
2 |
6-D |
CC 13 |
Pistol Crossbow Bolt, Screamer |
Crossbow Bolt |
as crossbow; stun; see rules |
0.04 |
5/24h |
3 |
1 |
— |
CC 13 |
Pistol Crossbow Bolt, Standard |
Crossbow Bolt |
As Pistol Crossbow |
0.04 |
4/36h |
3 |
1 |
10P-D |
CC 13 |
Bow Arrow, Barbed
Barbed heads are designed to cause additional damage when removed from the victim. Unless the attending medic succeeds in a Biotech (8) Test, removing a barbed arrow causes an additional box of Physical damage.
Source: Cannon Companion, page 13 |
Bow Arrow, EX Explosive
Explosive arrowheads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds. This is the EX versions.
Source: Cannon Companion, page 13 |
Bow Arrow, Explosive
Explosive arrowheads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds.
Source: Cannon Companion, page 13 |
Bow Arrow, Hammerhead
These blunt, solid arrowheads are composed of a thick gel that flattens upon impact, spreading the kinetic energy of the attack over a wider area. Specifically designed to stun and knock down the target, these heads function in the same way as firearm gel rounds. Their oddly shaped tips make hammerheads less aerodynamic than regular arrowheads; reduce the range of the firing bow's STR min -1.
Source: Cannon Companion, page 13 |
Bow Arrow, Incendiary
These arrowheads contain a small quantity of white phosphorus that ignites upon impact, setting the arrow or bolt on fire. The arrowhead will burn for 5 Combat Turns, causing 5L damage at the end of every Combat Turn to anything in contact with it. Flammable materials in contact with the arrowhead also may catch fire.
Source: Cannon Companion, page 13 |
Bow Arrow, Ranger-X
Constructed of a lightweight polymer that allows less flex when the arrow leaves the bow.
Source: Cannon Companion, page 13 |
Bow Arrow, Screamer
A screamer head creates a high-pitched whistle as the arrow flies through the air. Most often used as a signal or to scare of interlopers, screamer heads only inflect Stun damage; reduce the Power of the attack by half (round down).
Source: Cannon Companion, page 13 |
Bow Arrow, Standard
A standard arrow, made from wood, metals or carbonfibers. Usually with a metallic tip to penetrate the target.
Source: Shadowrun 3rd Edition, page 276 |
Crossbow Bolt, Barbed
Barbed heads are designed to cause additional damage when removed from the victim. Unless the attending medic succeeds in a Biotech (8) Test, removing a barbed bolt causes an additional box of Physical damage.
Source: CC 13 |
Crossbow Bolt, EX Explosive
Explosive heads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds. This is the EX versions (see SR3 116, 281).
Source: CC 13 |
Crossbow Bolt, Explosive
Explosive heads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds (see SR3 116, 281).
Source: CC 13 |
Crossbow Bolt, Hammerhead
These blunt, solid bolt heads are composed of a thick gel that flattens upon impact, spreading the kinetic energy of the attack over a wider area. Specifically designed to stun and knock down the target, these heads function in the same way as firearm gel rounds. Their oddly shaped tips make hammerheads less aerodynamic than regular bolts; reduce the range of the firing crossbow's STR min -1.
Source: CC 13 |
Crossbow Bolt, Incendiary
These bolt heads contain a small quantity of white phosphorus that ignites upon impact, setting the arrow or bolt on fire. The bolt will burn for 5 Combat Turns, causing 5L damage at the end of every Combat Turn to anything in contact with it. Flammable materials in contact with the bolt head also may catch fire (see CC 98).
Source: CC 13 |
Crossbow Bolt, Screamer
A screamer head creates a high-pitched whistle as the arrow flies through the air. Most often used as a signal or to scare of interlopers, screamer heads only inflect Stun damage; reduce the Power of the attack by half (round down).
Source: CC 13 |
Crossbow Bolt, Standard
A small, but relatively heavy bolt used to pierce an enemy target at high velocity.
Source: Shadowrun 3rd Edition, page 276 |
Pistol Crossbow Bolt, Barbed
Barbed heads are designed to cause additional damage when removed from the victim. Unless the attending medic succeeds in a Biotech (8) Test, removing a barbed bolt causes an additional box of Physical damage.
Source: CC 13 |
Pistol Crossbow Bolt, EX Explosive
Explosive heads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds. This is the EX versions (see SR3 116, 281).
Source: CC 13 |
Pistol Crossbow Bolt, Explosive
Explosive heads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds (see SR3 116, 281).
Source: CC 13 |
Pistol Crossbow Bolt, Hammerhead
These blunt, solid bolt heads are composed of a thick gel that flattens upon impact, spreading the kinetic energy of the attack over a wider area. Specifically designed to stun and knock down the target, these heads function in the same way as firearm gel rounds. Their oddly shaped tips make hammerheads less aerodynamic than regular bolts; reduce the range of the firing crossbow's STR min -1.
Source: CC 13 |
Pistol Crossbow Bolt, Incendiary
These bolt heads contain a small quantity of white phosphorus that ignites upon impact, setting the arrow or bolt on fire. The bolt will burn for 5 Combat Turns, causing 5L damage at the end of every Combat Turn to anything in contact with it. Flammable materials in contact with the bolt head also may catch fire (see CC 98).
Source: CC 13 |
Pistol Crossbow Bolt, Screamer
A screamer head creates a high-pitched whistle as the arrow flies through the air. Most often used as a signal or to scare of interlopers, screamer heads only inflect Stun damage; reduce the Power of the attack by half (round down).
Source: CC 13 |
Pistol Crossbow Bolt, Standard
A special crossbow bolt for the pistol crossbow.
Source: CC 13 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Arbelast II MAW Rocket |
— |
— |
15D (HE) |
-1/0.5m |
2D6+2 |
2.5 |
8/48h |
900 |
2 |
1-J |
CC 28 |
Ballista MK I Missile |
— |
— |
14D (AV) |
-7/m |
2D6 |
2.75 |
12/21d |
1000 |
4 |
1-J |
CC 28 |
Ballista MK II Missile |
— |
6 |
14D (AV) |
-7/m |
2D6 |
2.75 |
14/28d |
2000 |
4 |
1-J |
CC 28 |
Ballista MK III Missile |
— |
5 |
14D (AV) |
-7/m |
2D6 |
2.75 |
18/28d |
2500 |
4 |
1-J |
CC 28 |
Generic Missile, Anti-Personnel |
Generic Missile |
3 |
16D |
-1/0.5m |
2d6 |
2.25 |
12/14d |
2500 |
3 |
1-K |
SR3 120, 281 |
Generic Missile, Anti-Vehicular |
Generic Missile |
4 |
16D |
-8/m |
2d6 |
3.25 |
12/14d |
5000 |
3 |
1-K |
SR3 120, 281 |
Generic Missile, High Explosive |
Generic Missile |
3 |
16D |
-1/m |
2d6 |
2.25 |
12/14d |
3750 |
3 |
1-K |
SR3 120, 281 |
Generic Missile, MP Jabberwocky |
Generic Missile |
3 |
special |
2d6 x successes/2 + 10m |
2d6 |
20 |
12/21d |
7000 |
5 |
1-K |
CC 44 |
Generic Missile, Seeker Head |
Generic Missile |
— |
as missile |
as missile |
as missile |
+0.5 |
+2/+7d |
+1000 |
+1 |
as missile |
CC 44 |
Generic Missile, Surface-to-Air |
Generic Missile |
4 |
13D |
-2/m |
2d6 |
1.5 |
18/21d |
2500 |
4 |
1-K |
CC 44 |
Generic Rocket, Anti-Personnel |
Generic Rocket |
— |
16D |
-1/0.5m |
2d6 |
2 |
8/14d |
1000 |
2 |
1-K |
SR3 120, 281 |
Generic Rocket, Anti-Vehicular |
Generic Rocket |
— |
16D |
-8/m |
2d6 |
3 |
8/14d |
2000 |
2 |
1-K |
SR3 120, 281 |
Generic Rocket, High Explosive |
Generic Rocket |
— |
16D |
-1/m |
2d6 |
2 |
8/14d |
1500 |
2 |
1-K |
SR3 120, 281 |
Generic Rocket, MP Jabberwocky |
Generic Rocket |
— |
special |
2d6 x successes/2 + 10m |
2d6 |
20 |
12/21d |
6000 |
5 |
1-K |
CC 44 |
Generic Rocket, Seeker Head |
Generic Rocket |
— |
as rocket |
as rocket |
as rocket |
+0.5 |
+2/+7d |
+1000 |
+1 |
as rocket |
CC 44 |
Generic Rocket, Zapper |
Generic Rocket |
— |
16D |
-10/m |
2d6 |
25 |
10/14d |
2500 |
2.5 |
1-K |
CC 44 |
Great Dragon ATGM Missile |
— |
4 |
20D (AV) |
-5/m |
2D6 |
3 |
8/48h |
1000 |
2 |
1-J |
CC 28 |
M79B1 LAW Rocket |
— |
— |
12D (HE) |
-1/0.5m |
2D6+2 |
2.5 |
6/36h |
750 |
2 |
1-J |
CC 28 |
Vogeljäger Missile |
— |
5 |
14D (AV) |
-2/m |
2D6 |
17 |
18/28d |
5000 |
4 |
1-J |
CC 28 |
Arbelast II MAW Rocket
Source: CC 28 |
Ballista MK I Missile
The MK I is an armor-piercing rocket, used for both direct- and indirect-fire attacks.
Source: CC 28 |
Ballista MK II Missile
The MK II is an armor-piercing, semi-smart missile used only for direct fire.
Source: CC 28 |
Ballista MK III Missile
The MK III is an armor-piercing, laser-tracking missile used for direct and indirect fire. The MK III must be directed by a laser, microwave or radar designator; choose the designator when purchasing the munitions.
Source: CC 28 |
Generic Missile, Anti-Personnel
These projectiles have high-explosive and fragmentation warheads and use flachette rules (SR3 116): double impact armor or ballistic; double barrier rating; double vehicle armor. Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120).
Source: SR3 120, 281 |
Generic Missile, Anti-Vehicular
These projectiles pierce a vehicle's armor (SR3 149), and do not explode if they miss. Against barriers, apply only halve the Barrier rating /roiund down). Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120).
Source: SR3 120, 281 |
Generic Missile, High Explosive
These projectiles cause general destruction (sic). Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120).
Source: SR3 120, 281 |
Generic Missile, MP Jabberwocky
Instead of an explosive warhead, the Jabberwocky carries and disperses a payload of elecronic warfare transponders upon impact. These transponders may be set to activate on dispersal, after a specified delay or upon detection of transmission signals within the area of effect. - The transponders can be set to jam standard radio communications (SR3 291), sensors (SR3 138), or rigger remote control networks. The transponders have a Rating of 4 and a Flux of 6. They affext only a circular area with a radius equal to 2d6 times half the number of successes generated on the Launch Weapons Test, rounded up, and plus 10; they do not affect transmissions outside the area of effect. Jabberwocky transponders affect all transmissions, wether friend or foe. Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120).
Source: CC 44 |
Generic Missile, Seeker Head
Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120). In addition, Seeker Herads are sophisticated devices capable of homing in on a target that has been marked by a laser, microwave or radar target designator. Seeker heads allow missiles or rockets to use indirect fire (CC 100). Seeker heads can be added to any missile or rocket.
Source: CC 44 |
Generic Missile, Surface-to-Air
Designed for engaging long-distance aerial targets, the SAM is engineered for maximum velocity and anti-airframe impact. The SAM has an Extreme Range of 5,000 meters. When firing a SAM at a ground target, add +4 target number modifier to the Launch Weapon Test and reduce the damage to 7D. The SAM is considered an anti-vehicular weapon (SR3 149); reduce Barrier Ratings and vehicle armor by half. Missiles include internal guidance systems (their Intelligence rating) which assist with acquiring and hitting the target (SR3 120).
Source: CC 44 |
Generic Rocket, Anti-Personnel
These projectiles have high-explosive and fragmentation warheads and use flachette rules (SR3 116): double impact armor or ballistic; double barrier rating; double vehicle armor. Rockets have no internal guidance systems; they go only where they are pointed (SR3 120).
Source: SR3 120, 281 |
Generic Rocket, Anti-Vehicular
These projectiles pierce a vehicle's armor (SR3 149), and do not explode if they miss. Against barriers, apply only halve the Barrier rating /roiund down). Rockets have no internal guidance systems; they go only where they are pointed (SR3 120).
Source: SR3 120, 281 |
Generic Rocket, High Explosive
These projectiles cause general destruction (sic). Rockets have no internal guidance systems; they go only where they are pointed (SR3 120).
Source: SR3 120, 281 |
Generic Rocket, MP Jabberwocky
Instead of an explosive warhead, the Jabberwocky carries and disperses a payload of elecronic warfare transponders upon impact. These transponders may be set to activate on dispersal, after a specified delay or upon detection of transmission signals within the area of effect. - The transponders can be set to jam standard radio communications (SR3 291), sensors (SR3 138), or rigger remote control networks. The transponders have a Rating of 4 and a Flux of 6. They affext only a circular area with a radius equal to 2d6 times half the number of successes generated on the Launch Weapons Test, rounded up, and plus 10; they do not affect transmissions outside the area of effect. Jabberwocky transponders affect all transmissions, wether friend or foe. Rockets have no internal guidance systems; they go only where they are pointed (SR3 120).
Source: CC 44 |
Generic Rocket, Seeker Head
Rockets have no internal guidance systems; they go only where they are pointed (SR3 120). However, Seeker Herads are sophisticated devices capable of homing in on a target that has been marked by a laser, microwave or radar target designator. Seeker heads allow missiles or rockets to use indirect fire (CC 100). Seeker heads can be added to any missile or rocket.
Source: CC 44 |
Generic Rocket, Zapper
A specialized weapon intended for use against drones, the Zapper carries an electrically charged dielectric, encased in alternating layers of conductive metal and ceramic insulation. In impact, the warhead acts as a giant capacitor and discharges a massive electrical surge into the drone, causing its circuitry to burn out. This effect also tends to cause a backlash of garbled ASIST signals that can inflict convulsions and fatal strokes or aneurysms in the controlling rigger. - Zappers are considered anti-vehicular, and inflict damage on vehicles and drones. If the Zapper damages the vehicle or drone that is being rigged or remotely controlled, the rigger must make a Willpower Test to resist physical damage. The Power is 4 plus the Rating of the VCR implant. A remote control deck reduces the power by 2. The Damage Level is one level higher than the Damage Level sustained by the vehicle or drone from the rocket. A rigger in captain's chair or a non-rigger jacked into the vehicle will also take this damage as Stun damage. - Rockets have no internal guidance systems; they go only where they are pointed (SR3 120).
Source: CC 44 |
Great Dragon ATGM Missile
Source: CC 28 |
M79B1 LAW Rocket
The rocket is considered high-explosive.
Source: CC 28 |
Vogeljäger Missile
Vogeläger missiles are extremely effective against airborne targets, inflicting 14D damage, reduced by -2 per meter. This damage is anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor. Against ground-bound targets, the weapon receives a +4 TN modifier and only inflicts 8D (AV) damage, reduced by -2 per half meter.
Source: CC 28 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Mini-Grenade, Chaff* |
— |
— |
4L; special |
10m; 1m |
3d6 |
0.1 |
6/48h |
100 |
3 |
3-J |
Custom Denver MUSH |
Mini-Grenade, Concussion |
— |
— |
12M Stun |
-1/m |
3d6 |
0.1 |
7/4d |
60 |
3 |
3-J |
SR3 282-283, 118 |
Mini-Grenade, Defensive AP |
— |
— |
10D(f) |
-1/0.5m |
3d6 |
0.1 |
6/4d |
60 |
3 |
3-J |
SR3 282-283, 118 |
Mini-Grenade, Defensive HE |
— |
— |
10S |
-1/0.5m |
3d6 |
0.1 |
6/4d |
60 |
3 |
3-J |
SR3 282-283, 118 |
Mini-Grenade, Dual-Charge |
— |
— |
as grenades/2 |
as grenades/2 |
3d6 |
0.1 |
10/7d |
300 |
4 |
3-J |
SR3 282, CC 40-41 |
Mini-Grenade, Flare |
— |
— |
special |
30m |
3d6 |
0.1 |
4/24h |
80 |
2 |
— |
SR3 282, CC 40-41 |
Mini-Grenade, Flash |
— |
— |
5L; special |
30m; 1m; -1/5m |
3d6 |
0.1 |
6/48h |
80 |
2 |
3-J |
SR3 282, CC 40-41 |
Mini-Grenade, Incendiary |
— |
— |
8M; special |
10m; 30m; 1m |
3d6 |
0.1 |
6/4d |
100 |
3 |
3-J |
SR3 282, CC 40-41 |
Mini-Grenade, Ink |
— |
— |
special |
5m |
3d6 |
0.1 |
6/4d |
80 |
3 |
3-J |
SR3 282, CC 40-41 |
Mini-Grenade, Neuro-Stun VIII |
— |
— |
as gas |
10m |
3d6 |
0.1 |
10/4d |
120 |
3 |
3-J |
SR3 283 |
Mini-Grenade, Offensive AP |
— |
— |
10D(f) |
-1/m |
3d6 |
0.1 |
6/4d |
60 |
3 |
3-J |
SR3 282-283, 118 |
Mini-Grenade, Offensive HE |
— |
— |
10S |
-1/m |
3d6 |
0.1 |
6/4d |
60 |
3 |
3-J |
SR3 282-283, 118 |
Mini-Grenade, Smoke |
— |
— |
special |
20m |
3d6 |
0.1 |
5/24h |
60 |
3 |
5-J |
SR3 282-283, 119 |
Mini-Grenade, Smoke IR |
— |
— |
special |
20m |
3d6 |
0.1 |
6/48h |
80 |
3 |
5-J |
SR3 282-283, 119 |
Mini-Grenade, Superflash |
— |
— |
12M; 5L; special |
-1/m; 1m |
3d6 |
0.1 |
12/14d |
160 |
4 |
2-J |
SR3 282, CC 41 |
Mini-Grenade, White Phosphorus |
— |
— |
14M/10L |
15m |
3d6 |
0.1 |
8/5d |
240 |
4 |
3-J |
SR3 282, CC 41 |
Mini-Grenade, Chaff*
Chaff mini-grenades work similarly to Smoke grenades, dispersing a mist of fine metal particles into the air. Unlike smoke grenades, their primary effect is the interference with Signature. When detonated, an area of 10 meter radius is filled with the equivilent of 'Light Mist'. The metal particles increase Signature of anything in the area by +4. The Signature penalty decreases by 1 at the end of each phase after the first. If more than one grenade goes off in an area at different times, only the highest penalty applies. When the grenade goes off, it deals 4L damage in a 1 meter radius.
Source: Custom Denver MUSH |
Mini-Grenade, Concussion
Concussion mini-grenades have little fragmentation effect, relying on the blast to stun or injure targets.
Source: SR3 282-283, 118 |
Mini-Grenade, Defensive AP
Defensive anti-personnel (AP) mini-grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward.
Source: SR3 282-283, 118 |
Mini-Grenade, Defensive HE
Defensive high explosive (HE) mini-grenade. Defensive grenades have the lowest radius of destruction, allowing the character to use the grenade as he or she presses forward.
Source: SR3 282-283, 118 |
Mini-Grenade, Dual-Charge
Dual Charge mini-grenades are basically two grenades in one. Almost any combination can be chosen from the available grenade types listed. For example: white phosphorus/smoke, AP Offensive/splash, and so on. Superflash, incendiary, and flare grenades may not be included in dual charge grenades. - Both parts detonate at the same time. Treat each part as a grenade of its type, but reduce the Power, blast radius, and other effects by half (round down).
Source: SR3 282, CC 40-41 |
Mini-Grenade, Flare
Intended as a signal marker, flare mini-grenades do not explode but rather burn with an intensely bright colour for 10 minutes. These flares negate any visibility modifiers for darkness in a 30 meter radius but instead give a +2 glare visibility modifier for anyone looking in their direction (Flare Compensation eliminates this modifier). While these grenades become hot to the touch, they can be held safely and will not ignite any fires.
Source: SR3 282, CC 40-41 |
Mini-Grenade, Flash
When detonated, this mini-grenade produces a blinding flash of light effective out to a 30 meter radius.. Anyone looking in the direction of the flash suffers a +6 TN modifier, reduced by 1 for every 5 meters from the point of ignition. Flare compensation reduces this modifier by -2, and the effect is reduced by -2 per full Combat Turn. Flash grenades create a blast zone of 1 meter, inflicting 5L damage.
Source: SR3 282, CC 40-41 |
Mini-Grenade, Incendiary
These mini-grenades do not explode, but instead spew flames and burning sparks and generate intense heat. Anything flammable within a 10 metger radius of the point of impact may catch fire, using the standard rules for such but apply a +2 modifier to the roll. - Incendiary grenades will spark and burn for 10 combat turns. The sparks eliminate visibility modifiers for darkness within a 30 meter radius, but instead impose a +2 Glare visibility for anyone looking in that direction (flare compensation will negate this penalty). Anyone who touches or moves within 1 meter of an incendiary grenade suffers 8M damage from heat and flame; reduce the Power by half (round down) Impact Armor.
Source: SR3 282, CC 40-41 |
Mini-Grenade, Ink
Ink mini-grenades are intended for underwater use. When they explode they release a cloud of black ink with a 5 meter radius that inflicts a +4 visibility modifier for those caught inside the area (cumulative with other underwater modifiers).
Source: SR3 282, CC 40-41 |
Mini-Grenade, Neuro-Stun VIII
Instead of exploding, these mini-grenades release a cloud of stun gas - commonly Neuro-Stun VIII (SR3 250), although they may be filled with other chemicals. The gas cloud affects everything within a 10-meter radius, and lasts for 2 Combat Turns (less in windy areas, at the GM’s discretion).
Source: SR3 283 |
Mini-Grenade, Offensive AP
Offensive anti-personnel (AP) mini-grenade which uses flechette rules (SR3 116). Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through (see Barriers, p. 124). Also double the value of any vehicle armor (p. 132). Dermal armor negates the Damage Level increase of flechette ammunition. Offensive grenades have a higher fragmentation effect.
Source: SR3 282-283, 118 |
Mini-Grenade, Offensive HE
Offensive high explosive (HE) mini-grenade. Offensive grenades have a higher fragmentation effect.
Source: SR3 282-283, 118 |
Mini-Grenade, Smoke
Similar to gas grenades, these mini-grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests.
Source: SR3 282-283, 119 |
Mini-Grenade, Smoke IR
Similar to gas grenades, these grenades release a cloud of smoke that fills an area 20 meters in diameter, lasting for 2 Combat Turns (less in windy areas). Smoke obscures vision, applying visibility modifiers to relevant tests. Infra-red smoke contains hot particles that obscure thermographic vision.
Source: SR3 282-283, 119 |
Mini-Grenade, Superflash
A more powerful version of the standard flash mini-grenade, this device creates a blinding effect that can be seen for up to three kilometers (if the line of sight is not blocked.) This effect will blind and stun any onlookers as follows: anyone facing the blast must resist 12 M Stun damage. Reduce the Power of the flash by -1 per meter from the point of impact. Flare compensation reduces the damage by -2; armor has no effect. - For each box of damage taken, modify by +1 the TN for any test involving vision (including combat). Both the Stun damage boxes taken and the associated +1 modifier fade away at 1 per minute. - The Superflash is so overwhelming that even targets not facing the blast may be affected by the light reflecting off walls and ceiling. Apply the Blast in Confined Spaces rules (p 119, SR3) to determine effect, reducing Power by -1 per meter from the point of impact. - Superflash grenades also create a blast zone of 1 meter, inflicting 5L damage.
Source: SR3 282, CC 41 |
Mini-Grenade, White Phosphorus
Packed with white phosphorus, a chemical that burns at very high temperatures when exposed to air, these mini-grenades cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone in that blast radius (15 meters) will be covered with the burning chemical and will continue to take damage at the beginning of each subsequent Combat Turn. - The second Damage Code represents this burning damage. Reduce the Power by half Impact Armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire, per the Fire and Incendiary rules in SR3, page 98. - White Phosphorus is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical's effects end after two Combat Turns.
Source: SR3 282, CC 41 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Mortar Rounds, Anti-Personnel |
Mortar |
— |
18D(f) |
-1/m |
3d6 |
4 |
18/14d |
250 |
3 |
1-J |
CC 43 |
Mortar Rounds, Anti-Vehicular |
Mortar |
— |
16D |
-4/m |
3d6 |
4 |
18/21d |
250 |
4 |
1-J |
CC 43 |
Mortar Rounds, Dual-Charge |
Mortar |
— |
special |
special |
3d6 |
5 |
18/21d |
500 |
4 |
1-J |
CC 43 |
Mortar Rounds, High Explosive |
Mortar |
— |
18D |
-1/0.5m |
3d6 |
4 |
18/14d |
200 |
3 |
1-J |
CC 43 |
Mortar Rounds, Incendiary |
Mortar |
— |
8M; special |
20m; 30m; 1m |
3d6 |
4 |
18/14d |
150 |
3 |
1-J |
CC 43 |
Mortar Rounds, Seeker |
Mortar |
— |
as mortar round |
as mortar round |
as mortar round |
+0.5 |
+2/+7d |
+1000 |
+1 |
as mortar round |
CC 43 |
Mortar Rounds, Smoke |
Mortar |
— |
special |
15m |
3d6 |
3.5 |
18/14d |
175 |
2 |
1-J |
CC 43 |
Mortar Rounds, Smoke IR |
Mortar |
— |
special |
15m |
3d6 |
3.5 |
18/21d |
200 |
2 |
1-J |
CC 43 |
Mortar Rounds, Solar |
Mortar |
— |
special |
40m; -1/5m |
3d6 |
3.5 |
18/14d |
200 |
2 |
1-J |
CC 43 |
Mortar Rounds, Splash Chemical |
Mortar |
— |
as chemical |
10m |
3d6 |
5 |
18/7d |
300 |
3 |
1-J |
CC 43 |
Mortar Rounds, White Phosphorous |
Mortar |
— |
15S/12L |
15m; -1/m |
3d6 |
4 |
18/14d |
350 |
3 |
1-J |
CC 43 |
Mortar Rounds, Anti-Personnel
The anti-personnel round is a fragmentation warhead for use against unarmored targets. Apply the rules for flechette ammunition (SR3 116): Damage Level +1 against unarmored targets; use double impact or ballistic armor; double Barrier Rating and vehicle armor; dermal armor negates Damage Level increase. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Anti-Vehicular
These armor-piercing rounds are designed to exploit weak points on vehicles. They use the anti-vehicular ammunition rules (SR3 149). Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Dual-Charge
These mortar rounds use the rules for dual-charge grenades (CC 40). Any two types of mortar rounds may be combined, with the exception of solar rounds. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, High Explosive
The standard mortar round, designed to create a destructive blast. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Incendiary
These mortar rounds use the rules for incendiary grenades (CC 40), except they have a 20-meter radius: ignite a 20 meter radius; catch fire rules apply with a +2 modifier (CC 98); illuminate within 30 meter radius with +2 glare modifier to visibility; 8M fire damage within 1 meter radius. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Seeker
Seeker rounds are sophisticated rocketlike devices capable of homing in on a target that has been marked by a laser, microwave or radar target designator. Seeker rounds enable the character using a mortar to take advantage of target designators for indirect fire (CC 99). Every mortar round type is available as seeker round. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Smoke
These rounds deploy a 15-meter-radius smoke cloud that lasts for 4 minutes. This smoke obscures standard vision; apply visibility modifiers to relevant tests (smoke rules: SR3 111-112, CC 106; +4 base TN visibility modification). Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Smoke IR
These rounds deploy a 15-meter-radius smoke cloud that lasts for 4 minutes. This smoke obscures standard vision; apply visibility modifiers to relevant tests (smoke rules: SR3 111-112, CC 106; +4 base TN visibility modification). The IR variant produces smoke with hot particles, obscuring thermographic vision as well. Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Solar
Created to aid night maneuvers, solar rounds do little damage upon impact but explode with a blinding white flash. The round will continue to emit this intense light for 5 minutes, making the area brighter even than full daylight and making it difficult for anyone in the immediate vicinity to see. - When the mortar strikes, everyone looking in the direction of the impact suffers a +8 target number modifier for anything requiring vision (including combat). Reduce this modifier by -1 per 5 meters from the point of impact; flare compensation reduces the modifier by 2. This effect is reduced by -2 per full Combat Turn. - The bright light produced by the round will negate all visibility modifiers for darkness out to a 40 meter radius, but anything looking directly toward it will suffer a +4 glare visibility modifier (+2 with flare compensation). The round will burn out after 5 minutes. - Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, Splash Chemical
A splash round disperses a wave of chemical spray over an area with a 10-meter radius, dosing any target caught in the blast. The cost for the round does not include the cost of the chemical. Each round holds roughly 3 liters (30 doses) of a chemical. To determine the effects of exposure to the compound, use the rules for Drug Effects (MM 105). Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
Mortar Rounds, White Phosphorous
White phosphorous mortar rounds have the same effect as white phosphorous grenades (CC 41), with higher Damage Codes. Packed with white phosphorus, a chemical that burns at very high temperatures when exposed to air, these mortar rounds cover the blast area with a burning chemical that adheres to whatever it touches. The first Damage Code listed represents the initial blast effect. Anyone in that blast radius (15 meters) will be covered with the burning chemical and will continue to take damage at the beginning of each subsequent Combat Turn. - The second Damage Code represents this burning damage. Reduce the Power by half Impact Armor (round down). The white phosphorus burns continuously for 15 Combat Turns. Flammable materials may catch fire, per the Fire and Incendiary rules in SR3, page 98. - White Phosphorus is difficult to extinguish because it reignites whenever exposed to air. If an affected area or target can be completely cut off from air, the chemical's effects end after two Combat Turns. - Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).
Source: CC 43 |
All specialized missiles are mounted on vehicles and launched from a heavy or medium launch control system (Rig 137), not from a weapon. Standard rules for rockets and missiles apply (SR3 101, 120). Please note that some military grade high-power vehicle weapons may be restricted on Denver MUSH. Also, ship rules usually do not apply on Denver MUSH.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Harpoon, Explosive Head |
Harpoon |
— |
16D |
— |
— |
20 |
3/12h |
2000 |
2 |
as weapon |
Rig 90 |
Harpoon, Normal |
Harpoon |
— |
12D |
— |
— |
20 |
1/6h |
750 |
1 |
as weapon |
Rig 90 |
Heavy Mortar Rounds, Anti-Personnel |
Mortar |
— |
24D(f) |
-1/m |
3d6 |
12 |
24/21d |
500 |
4 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, Anti-Vehicle |
Mortar |
— |
20D |
-8/m |
3d6 |
12 |
24/28d |
500 |
5 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, DP-ICM |
Mortar |
— |
4LN |
special |
3d6 |
12 |
24/28d |
750 |
5 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, High Explosive |
Mortar |
— |
6LN |
-1/m |
3d6 |
12 |
24/21d |
500 |
4 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, ICM |
Mortar |
— |
4LN |
special |
3d6 |
12 |
24/28d |
750 |
5 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, Jammer |
Mortar |
— |
special |
special |
3d6 |
12 |
24/28d |
700 |
5 |
1-K |
SOTA2063 73 |
Heavy Mortar Rounds, Seeker Head |
Mortar |
— |
as round |
as round |
as round |
+2 |
+2/+7d |
+2000 |
+1 |
as round |
SOTA2063 73-74 |
Heavy Mortar Rounds, Smoke |
Mortar |
— |
— |
30m |
3d6 |
12 |
18/21d |
300 |
3 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, Smoke IR |
Mortar |
— |
— |
30m |
3d6 |
12 |
18/28d |
400 |
3 |
1-K |
SOTA2063 73-74 |
Heavy Mortar Rounds, Solar |
Mortar |
— |
special |
special |
3d6 |
12 |
18/28d |
400 |
3 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, Anti-Personnel |
Howitzer |
— |
24D(f) |
-1/m |
3d6 |
12 |
24/21d |
500 |
4 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, Anti-Vehicle |
Howitzer |
— |
20D |
-8/m |
3d6 |
12 |
24/28d |
500 |
5 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, DP-ICM |
Howitzer |
— |
4LN |
special |
3d6 |
12 |
24/28d |
750 |
5 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, High Explosive |
Howitzer |
— |
6LN |
-1/m |
3d6 |
12 |
24/21d |
500 |
4 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, ICM |
Howitzer |
— |
4LN |
special |
3d6 |
12 |
24/28d |
750 |
5 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, Jammer |
Howitzer |
— |
special |
special |
3d6 |
12 |
24/28d |
700 |
5 |
1-K |
SOTA2063 73 |
Light Howitzer Rounds, Seeker Head |
Howitzer |
— |
as round |
as round |
as round |
+2 |
+2/+7d |
+2000 |
+1 |
as round |
SOTA2063 73-74 |
Light Howitzer Rounds, Smoke |
Howitzer |
— |
— |
30m |
3d6 |
12 |
18/21d |
300 |
3 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, Smoke IR |
Howitzer |
— |
— |
30m |
3d6 |
12 |
18/28d |
400 |
3 |
1-K |
SOTA2063 73-74 |
Light Howitzer Rounds, Solar |
Howitzer |
— |
special |
special |
3d6 |
12 |
18/28d |
400 |
3 |
1-K |
SOTA2063 73-74 |
Light Naval Shell |
Naval Shell |
— |
as weapon |
— |
— |
250 |
— |
800 |
— |
as weapon |
Rig 90 |
Medium Naval Shell |
Naval Shell |
— |
as weapon |
— |
— |
750 |
— |
1500 |
— |
as weapon |
Rig 90 |
Missile, Javelot Aerial Defense |
Specialized Missile |
— |
8MN |
-1/m |
2d6 |
495 |
— |
425000 |
— |
1-K |
Rig 93 |
Missile, Loral-Vought Silencer AARM |
Specialized Missile |
— |
16D |
-1/m |
2d6 |
160 |
— |
25000 |
— |
1-K |
Rig 92 |
Missile, Mitsubishi-GM Outlaw Block I |
Specialized Missile |
5 |
14D |
special |
2d6 |
200 |
— |
15000 |
— |
1-K |
Rig 91 |
Missile, Mitsubishi-GM Outlaw Block II |
Specialized Missile |
5 |
14D |
special |
2d6 |
200 |
— |
25000 |
— |
1-K |
Rig 91 |
Missile, Mitsubishi-GM Outlaw Block III |
Specialized Missile |
6 |
20D |
-8/m |
2d6 |
200 |
— |
35000 |
— |
1-K |
Rig 91 |
Missile, MK 197 MADCAP |
Torpedo |
— |
14DN |
-1/m |
2d6 |
750 |
— |
350000 |
— |
1-K |
Rig 93 |
Missile, RUR-15D ASROC |
Specialized Missile |
— |
14DN |
-1/m |
2d6 |
2250 |
— |
450000 |
— |
1-K |
Rig 92 |
Missile, Saab-Saaker AIM-11R Air-to-Air Missile |
Specialized Missile |
6 |
14D |
-2/m |
2d6 |
90 |
— |
25000 |
— |
1-K |
Rig 91 |
Missile, SS-N-49 SIROCCO |
Specialized Missile |
— |
20SN |
-1/m |
2d6 |
750 |
— |
600000 |
— |
1-K |
Rig 93 |
Missile, Torpedo Decoy |
Specialized Missile |
— |
— |
— |
— |
950 |
— |
150000 |
— |
1-K |
Rig 93 |
Missile, Torpedo Probe |
Specialized Missile |
— |
— |
— |
— |
950 |
— |
150000 |
— |
1-K |
Rig 93 |
Missile, UGM-188 Sea Saber |
Specialized Missile |
— |
24DN |
-1/m |
2d6 |
900 |
— |
750000 |
— |
1-K |
Rig 93 |
Missile, UIM-199 Kingfisher |
Specialized Missile |
4 |
14D |
-2/m |
2d6 |
25 |
— |
15000 |
— |
1-K |
Rig 91 |
Piranha guided, Armor-Piercing |
Torpedo |
4 |
16D |
-8/m |
2d6 |
4.25 |
16/21d |
7500 |
3.5 |
1-K |
Rig 89-90 |
Piranha guided, High Explosive |
Torpedo |
4 |
12D |
-1/m |
2d6 |
2.75 |
16/21d |
5000 |
3.5 |
1-K |
Rig 89-90 |
Piranha guided, Ink-Dispensing |
Torpedo |
4 |
special |
25m |
2d6 |
2.75 |
16/21d |
4000 |
3.5 |
1-K |
Rig 89-90 |
Piranha unguided, Armor-Piercing |
Torpedo |
— |
16D |
-8/m |
2d6 |
4 |
12/21d |
3000 |
2.5 |
1-K |
Rig 89-90 |
Piranha unguided, High Explosive |
Torpedo |
— |
12D |
-1/m |
2d6 |
2.5 |
12/21d |
2500 |
2.5 |
1-K |
Rig 89-90 |
Piranha unguided, Ink-Dispensing |
Torpedo |
— |
special |
25m |
2d6 |
2.5 |
12/21d |
4000 |
2.5 |
1-K |
Rig 89-90 |
Relámpago Slug |
Railgun Slug |
— |
as weapon |
— |
— |
100 |
12/14d |
800 |
— |
as weapon |
Rig 90 |
Rocket, Textron RASCAM |
Specialized Rocket |
— |
as mine |
special |
2d6 |
160 |
— |
100000 |
— |
1-K |
Rig 92 |
Vaporizer Slug |
Railgun Slug |
— |
as weapon |
— |
— |
300 |
14/21d |
2500 |
— |
as weapon |
Rig 90 |
Xicohencatl Slug |
Railgun Slug |
— |
as weapon |
— |
— |
20 |
10/7d |
150 |
— |
as weapon |
Rig 90 |
Harpoon, Explosive Head
This ammunition is for vehicle-mounted harpoons.
Source: Rig 90 |
Harpoon, Normal
This ammunition is for vehicle-mounted harpoons.
Source: Rig 90 |
Heavy Mortar Rounds, Anti-Personnel
This fragmentation shell is very effective against troops out in the open. Apply the rules for flechette ammunition (SR3 116) to this round.
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, Anti-Vehicle
This smart shell homes in on vehicles and fires an explosively-formed penetrator when in proximity of the vehicle. They use the anti-vehicular ammunition rules (SR3 149).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, DP-ICM
The dual-purpose improved conventional munition (DP-ICM) is based on the ICM, except that it uses shaped-charge submunitions effective against vehicles. As with the ICM round, the DP-ICM inflicts the same damage code on all targets within a 20-meter radius of impact. Vehicles do not reduce the Power or Damage Level when attacked by a DP-ICM round, but they do gain benefit of their full armor rating. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, High Explosive
This is a standard explosive shell, designed for mass destruction. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, ICM
The improved conventional munition (ICM) round dispenses small submunitions when above its target. When this round explodes, apply the same damage code on all targets within a 20 meter radius of the impact point. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, Jammer
The jammer shell doesn't contain explosives, but instead carries a payload of jammers and ECM for electronic warfare. The jammer shell can be set to jam standard radio communications (Jammers, SR3 291), sensors (ECM, SR3 138), or rigger remote control networks. Jammer shells have a Rating of 4 and a Flux of 8. They affect a spherical area with a radius equal to 2d6 meters times the number of successes generated on the Gunnery test, plus 10; systems outside the radius are unaffected. Jammer shells affect all transmissions of its type, wheter friend or foe.
Source: SOTA2063 73 |
Heavy Mortar Rounds, Seeker Head
Seeker shells are sophisticated rocket-like devices capable of homing in on a target marked by a laser, microwave or radar target designator. Seeker shells enable the character using the weapon to take advantage of tarfet designators for indirect fire (CC 99). Every shell listed is also available as seeker shell.
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, Smoke
These rounds deploy a 30-meter radius smoke cloud that lasts for 4 minutes. This smoke obscures standard vision; apply vision modifiers to relevant tests (CC 106, SR3 112).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, Smoke IR
These rounds deploy a 30-meter radius smoke cloud that lasts for 4 minutes. This smoke obscures standard and thermographic vision; apply vision modifiers to relevant tests (CC 106, SR3 112).
Source: SOTA2063 73-74 |
Heavy Mortar Rounds, Solar
The solar shell aids in night maneuvers by creating a bright white flash that burns for 5 minutes, making the area brighter than full daylight and making it difficult for anyone in the immediate vicinity to see. - When the shell strikes, everyone looking in the direction of impact suffers a +8 target number modifier for any vision-required Success Tests (including combat). Reduce this modifier by -1 per 10 meters from the point of impact; flare compensation reduces the modifier by 2. This effect is reduced by -2 per full Combat Turn. - The bright light produced by the shell will negate all visibility modifiers for darkness out to a 100-meter radius, but anyone looking directly towards it will suffer a +4 glare visibility modifier (+2 with flare compensation). The round will burn out after 5 minutes.
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Anti-Personnel
This fragmentation shell is very effective against troops out in the open. Apply the rules for flechette ammunition (SR3 116) to this round.
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Anti-Vehicle
This smart shell homes in on vehicles and fires an explosively-formed penetrator when in proximity of the vehicle. They use the anti-vehicular ammunition rules (SR3 149).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, DP-ICM
The dual-purpose improved conventional munition (DP-ICM) is based on the ICM, except that it uses shaped-charge submunitions effective against vehicles. As with the ICM round, the DP-ICM inflicts the same damage code on all targets within a 20-meter radius of impact. Vehicles do not reduce the Power or Damage Level when attacked by a DP-ICM round, but they do gain benefit of their full armor rating. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, High Explosive
This is a standard explosive shell, designed for mass destruction. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, ICM
The improved conventional munition (ICM) round dispenses small submunitions when above its target. When this round explodes, apply the same damage code on all targets within a 20 meter radius of the impact point. It does naval damage (Rig 57).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Jammer
The jammer shell doesn't contain explosives, but instead carries a payload of jammers and ECM for electronic warfare. The jammer shell can be set to jam standard radio communications (Jammers, SR3 291), sensors (ECM, SR3 138), or rigger remote control networks. Jammer shells have a Rating of 4 and a Flux of 8. They affect a spherical area with a radius equal to 2d6 meters times the number of successes generated on the Gunnery test, plus 10; systems outside the radius are unaffected. Jammer shells affect all transmissions of its type, wheter friend or foe.
Source: SOTA2063 73 |
Light Howitzer Rounds, Seeker Head
Seeker shells are sophisticated rocket-like devices capable of homing in on a target marked by a laser, microwave or radar target designator. Seeker shells enable the character using the weapon to take advantage of tarfet designators for indirect fire (CC 99). Every shell listed is also available as seeker shell.
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Smoke
These rounds deploy a 30-meter radius smoke cloud that lasts for 4 minutes. This smoke obscures standard vision; apply vision modifiers to relevant tests (CC 106, SR3 112).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Smoke IR
These rounds deploy a 30-meter radius smoke cloud that lasts for 4 minutes. This smoke obscures standard and thermographic vision; apply vision modifiers to relevant tests (CC 106, SR3 112).
Source: SOTA2063 73-74 |
Light Howitzer Rounds, Solar
The solar shell aids in night maneuvers by creating a bright white flash that burns for 5 minutes, making the area brighter than full daylight and making it difficult for anyone in the immediate vicinity to see. - When the shell strikes, everyone looking in the direction of impact suffers a +8 target number modifier for any vision-required Success Tests (including combat). Reduce this modifier by -1 per 10 meters from the point of impact; flare compensation reduces the modifier by 2. This effect is reduced by -2 per full Combat Turn. - The bright light produced by the shell will negate all visibility modifiers for darkness out to a 100-meter radius, but anyone looking directly towards it will suffer a +4 glare visibility modifier (+2 with flare compensation). The round will burn out after 5 minutes.
Source: SOTA2063 73-74 |
Light Naval Shell
This ammunition is for vehicle-mounted naval guns.
Source: Rig 90 |
Medium Naval Shell
This ammunition is for vehicle-mounted naval guns.
Source: Rig 90 |
Missile, Javelot Aerial Defense
The French-produced Javelot is a common ship missile used for long-range air defense against aircraft, anti-ship missiles and cruise missiles. It follows standard anti-ship missile rules.
Source: Rig 93 |
Missile, Loral-Vought Silencer AARM
This series of munitions are an advanced version of the high-speed anti-radiation missiles (HARMs) of the previous century. OOfficially designated as advanced anti-radiation munitions (AARMs), Silencers lock onto the emissions of sensor systems as well as anti-sensor ECM. - Game Effects: AARMs behave according to the standard missile-combat rules with one exception. Rather than using the opposing vehicle's Signature as a target number, calculate the AARM's target number as follows: 12 / highest active Flux rating from the target vehicle's sensors or ECM (round down). The target number cannot drop below 2.
Source: Rig 92 |
Missile, Mitsubishi-GM Outlaw Block I
The Mitsubishi-GM Outlaw vehicle missile system represents a radical restructuring of the orginal (now discontinued) Bandit AGM system. The Outlaw features multi-platform capability and can be fired from air, ground, and nautical vehicles. The most significant design change to the Outlaw is the ordnance itself, which comes in three block versions. Block I: It uses improved conventional munitions that disperse micro-bombs when the missile is flying directly over its designated target or impact point. The compound detonations of the bombs do significant damage to all targets within the missile's area of effect. - Game Effect: The Block I is a special high-explosive missile. Instead of inflicting blast damage that diminishes in Power farther from the center of the explosion, it inflicts the same damage code on all targets within a fixed radius. The target and all characters, vehicles and other objects within a 10-meter radius must resist 14D explosive damage. This is not an anti-vehicle attack, so all vehicle stage down the damage by one step per vehicle armor rules (SR3 149).
Source: Rig 91 |
Missile, Mitsubishi-GM Outlaw Block II
The Mitsubishi-GM Outlaw vehicle missile system represents a radical restructuring of the orginal (now discontinued) Bandit AGM system. The Outlaw features multi-platform capability and can be fired from air, ground, and nautical vehicles. The most significant design change to the Outlaw is the ordnance itself, which comes in three block versions. Block II: It improves on the Block I system, using shaped-charge explosives instead of spherical micro-bombs. These charges are oriented downwards by a trailing cloth streamer. The shaped-charged munition give the bombs more penetrating power, making them effective against soft-skinned vehicles and light armor. - Game Effects: Like Block I, but negating vehicle damage reduction. Damage level is not staged down, but vehicles retain their full armor value. This is an exception to the standard rules (SR3 149).
Source: Rig 91 |
Missile, Mitsubishi-GM Outlaw Block III
The Mitsubishi-GM Outlaw vehicle missile system represents a radical restructuring of the orginal (now discontinued) Bandit AGM system. The Outlaw features multi-platform capability and can be fired from air, ground, and nautical vehicles. The most significant design change to the Outlaw is the ordnance itself, which comes in three block versions. Block III: An anti-armor missile, designed to attack medium and heavy armor. On acquiring its target, the Block III Outlaw fires its warhead into the vehicle from above to strike where vehicle's armor is generally weakest. The Block III is also capable of direct fire when a target is concealed by overhead cover. - Game Effects: Behaves as a standard anti-vehicle missile and does 20D damage to the target alone. As per rules for AV ammunition, damage against vehicles is not staged down and armor rating is halfed.
Source: Rig 91 |
Missile, MK 197 MADCAP
The Mark 197 Multi-role Advanced-Capability (MADCAP) torpedo is the most widely used torpedo in the world in 2061. Capable of traveling at speeds up to 75 knots, standard models contain an active sonar seeker warhead. However, the MADCAP can also accomodate passive sonar or themal homing heads. In addition to the standard submarine and surface ship launch methods, MADCAPs can also be dropped like bombs from anti-submarine helicopters, t-birds or other aircraft. - Game Effects: The torpedo activates from the point it splashes in the water, so its range to the target is measured from that splash point. MADCAPs have a Sonar rating of 1 for calculating the range of active sonar effects. - MADCAPS are wire-guided weapons, so a rigger on a submarine can control them as long as the cable is not severed. Once the cable is severed, the MADCAP's intelligence rating kicks in. MADCAPS dropped from air vehicles have no wire connection.
Source: Rig 93 |
Missile, RUR-15D ASROC
The ASROC is a surface anti-submarine weapon, consisting of a MADCAP strapped onto a rocket motor. The rocket launches the torpedo through the air anywhere between 4 to 16 kilometers. Once the weapon is within the vicinity of its target's location, the torpedo sepparates from the rocket body, dives into the water and homes in on its target. - Game Effects: The aerial component of the ASROC is an unguided rocket; so while the missile is in flight, its intelligence rating does not apply. Similarly, ASROC's cannot be controlled or ridden by a rigger after being launched from a ship. The ASROC range for the unguided 16km flight is 2500/6000/10000/16000. The torpedo then travels with MADCAP ranges: 2500/6000/10000/15000
Source: Rig 92 |
Missile, Saab-Saaker AIM-11R Air-to-Air Missile
The latest in Saab-Saaker's AIM-11 series of air-to-air missiles, the AIM-11R is a short-range air interceptor weapon designed to be used with air-superiority fighters such as the Federated Boeing Eagle or the dozens of Eurofighter variants in existence around the world. - Game Effects: The Saab-Saaker AIM-11R may be mounted only on aircraft. When fired against ground targets, the attacker receives a +4 modifier to his Gunnery test and the missile only inflicts 8D damage.
Source: Rig 91 |
Missile, SS-N-49 SIROCCO
The Russian Sirocco is an anti-ship missile sold widely throughout the world. Though the design is well over 15 years old (2061), it follows in the footsteps of its effective and fearsome SOviet/Russion predecessors. It follows all standard anti-ship missile rules.
Source: Rig 93 |
Missile, Torpedo Decoy
A torpedo decoy consists of a torpedo body containing a sophisticated sound system instead of an explosive warhead. When launched from a torpedo tube, the decoy generates noise imitating a submarine in motion, misleading enemy torpedoes into striking it. - Game Effects: Whenever a decoy is deployed, any torpedo targeted toward the submarine must make an Intelligence (6) test. If the test succeeds, the torpedo is not fooled by the decoy and still pursues the sub. If the test fails, the torpedo is fooled and targets the decoy instead of the sub. The torpedo decoy has a maximum depth of 750 meters.
Source: Rig 93 |
Missile, Torpedo Probe
The torpedo probe uses the same body as the MADCAP, but it carries a sophisticated sonar array in place of the MADCAP's explosive warhead. If the probe detects other subs, it transmits information back to the main vessel via an optical cable link. The submarine can then use that information to set up a firing solution against the other vessel. - Game Effects: The torpedo probe trails an optical cable that allows it to travel a maximum journey of 3 km (for a total recon time of 20 Combat Turns, or about 1 minute). The probe can also be controlled remotely by a rigger, extending its range to the full 15 kilometers. The torpedo probe has a maximum depth of 750 meters. It has a sonar rating of 4.
Source: Rig 93 |
Missile, UGM-188 Sea Saber
This missile is the North American counterpart of the Sirocco. Produced originally for the UCAS Navy, it is also commonly used by the Confederate Navy and the British Royal Navy. Allthough the Sea Saber has a shorter range than the Sirocco, it compensates with speed, smarts, and a bigger punch. The Sea Saber follows all standard anti-ship missile rules.
Source: Rig 93 |
Missile, UIM-199 Kingfisher
Aircraft equipped with dipping sonar present a significant threat to submarines. To counter this threat, the Kingfisher allows an underwater sub to destroy any airborne threat without the danger of surfacing. Capable of being fired from either a standard torpedo tube or a vertical launch system tube, the missile rises to the surface and then launches into the air. - Game Effects: To launch a UAM, a submarine must be submerged at a depth of 50 meters or less. Range for the Kingfisher is measured from the point where the Kingfisher surfaces. A Kingfisher stored in an unternal missile mount (Rig 137) or torpedo tube (Rig 139) takes up less space than a standard anti-ship missile. Two Kingfisher missiles may be stored in a single vertical launch system tube.
Source: Rig 91 |
Piranha guided, Armor-Piercing
Underwater ammunition. Damage causes hydrostatic shock (CC 112). Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Piranha guided, High Explosive
Underwater ammunition. Damage causes hydrostatic shock (CC 112). Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Piranha guided, Ink-Dispensing
Underwater ammunition. The ink-dispersing warhead creates a 25-meter radius ink cloud that adds +4 TN modifier to underwater vision. Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Piranha unguided, Armor-Piercing
Underwater ammunition. Damage causes hydrostatic shock (CC 112). Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Piranha unguided, High Explosive
Underwater ammunition. Damage causes hydrostatic shock (CC 112). Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Piranha unguided, Ink-Dispensing
Underwater ammunition. The ink-dispersing warhead creates a 25-meter radius ink cloud that adds +4 TN modifier to underwater vision. Piranha warheads are not considered anti-vehicular.
Source: Rig 89-90 |
Relámpago Slug
Ammunition for a vehicle-mounted railgun.
Source: Rig 90 |
Rocket, Textron RASCAM
Textron's rocket-assisted self-contained mine system (RASCAM) is a rocket-assisted shell used to deploy mines. Textron initially developed the system for use with its Trapdoor smart mine (CC 42), but popular demand prompted Textron to extend the system to include other mine systems as well. - Game Effects: A RASCAM rocket holds eight mines. When placing mines, make an indirect fire test (CC 99). The location determined by the test (after accounting for scatter direction and distance) is the center of effect. The mines deploy in an octagonal pattern for 50 meters around the center of effect.
Source: Rig 92 |
Vaporizer Slug
Ammunition for a vehicle-mounted railgun.
Source: Rig 90 |
Xicohencatl Slug
Ammunition for a vehicle-mounted railgun.
Source: Rig 90 |
Some kinds of ammo are usually listed in packages of 10 (which is the default increment to get them) for ease of handling in the table, these values here are calculated for a single piece of ammunition. Please consider this in using this table.
Ammo |
Type |
Intelligence |
Damage |
Blast |
Scatter |
Weight |
Avail |
Cost |
SI |
Legal |
Source |
Ares Cascade Rifle, Chemical Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
10 |
— |
— |
MM 115 |
Ares Cascade Rifle, CO2 Container |
— |
— |
— |
— |
— |
— |
— |
100 |
— |
— |
MM 115 |
Ares Cascade Rifle, DMSO Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
20 |
— |
— |
MM 115 |
Ares ELD-AR, Chemical Rounds |
— |
— |
— |
— |
— |
0.15 |
2/24h |
300 |
1 |
— |
MM 115 |
Ares ELD-AR, CO2 Container |
— |
— |
— |
— |
— |
— |
— |
50 |
— |
— |
MM 115 |
Ares ELD-AR, Paint Rounds |
— |
— |
— |
— |
— |
0.15 |
2/24h |
5 |
1 |
— |
MM 115 |
Ares SuperSquirt II, Chemical Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
10 |
— |
— |
MM 115 |
Ares SuperSquirt II, CO2 Container |
— |
— |
— |
— |
— |
— |
— |
50 |
— |
— |
MM 115 |
Ares SuperSquirt II, DMSO Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
10 |
— |
— |
MM 115 |
Barret Sniper Round |
Barret Model 121 |
— |
As Barret Model 121 |
— |
— |
0.5 |
14/30d |
20 |
5 |
2-J |
Cannon Companion, page 21 |
Blowgun, Dart |
— |
— |
— |
— |
— |
— |
— |
5 |
— |
— |
CC 31 |
Dart Rounds |
— |
— |
— |
— |
— |
0.15 |
4/48h |
200 |
2 |
— |
MM 116 |
Flamethrower, Fuel Tank |
— |
— |
— |
— |
— |
— |
— |
50/50 |
— |
— |
CC 29 |
Net Gun, Large Rounds |
— |
— |
— |
— |
— |
5 |
4/48h |
1500 |
1 |
6P-E |
CC 40 |
Net Gun, Normal Rounds |
— |
— |
— |
— |
— |
5 |
4/48h |
1500 |
1 |
6P-E |
CC 40 |
Speargun Spear |
— |
— |
— |
— |
— |
10 |
2/24h |
500 |
2 |
5P-D |
CC 40 |
Splat Gun, CO2 Container |
— |
— |
— |
— |
— |
— |
— |
50 |
1 |
— |
MM 116 |
Splat Gun, Glue Rounds |
— |
— |
— |
— |
— |
1 |
6/72h |
100 |
1 |
— |
MM 114 |
Walther Liquidator*, Chemical Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
5 |
— |
— |
Custom Denver MUSH |
Walther Liquidator*, CO2 Container |
— |
— |
— |
— |
— |
— |
— |
50 |
— |
— |
Custom Denver MUSH |
Walther Liquidator*, DMSO Reservoir Clip |
— |
— |
— |
— |
— |
— |
— |
10 |
— |
— |
Custom Denver MUSH |
Ares Cascade Rifle, Chemical Reservoir Clip
Contains 20 chemical capsules. Used together with DMSO chemical application gel capsules in a separate clip (MM 111).
Source: MM 115 |
Ares Cascade Rifle, CO2 Container
The grip of the Ares Cascade Rifle contains a canister of compressed CO2 that is good for 100 shots.
Source: MM 115 |
Ares Cascade Rifle, DMSO Reservoir Clip
Contains 100 DMSO chemical application gel (MM 111) capsules. Used together with chemical capsules in a separate clip.
Source: MM 115 |
Ares ELD-AR, Chemical Rounds
The standard ammunition for the ELD-AR is paint rounds, which cost 5 nuyen per 10 rounds. Dye that is normally invisible but shows up under ultraviolet or thermographic vision is also commonly used. Gelcoat rounds can also be fashioned with materials costing 300 nuyen. Self-made rounds can carry any chemical desired, though some chemicals can eat through the pellets or cause some other undesirable reaction. The price does not contain the cost for any chemicals.
Source: MM 115 |
Ares ELD-AR, CO2 Container
Refillable compressed air canisters in the stock, each good for 50 shots, power the weapon. Refilling a canister costs 50 nuyen.
Source: MM 115 |
Ares ELD-AR, Paint Rounds
The standard ammunition for the ELD-AR is paint rounds, which cost 5 nuyen per 10 rounds. Dye that is normally invisible but shows up under ultraviolet or thermographic vision is also commonly used. Gelcoat rounds can also be fashioned with materials costing 300 nuyen. Self-made rounds can carry any chemical desired, though some chemicals can eat through the pellets or cause some other undesirable reaction.
Source: MM 115 |
Ares SuperSquirt II, Chemical Reservoir Clip
Contains 20 chemical capsules. Used together with DMSO chemical application gel capsules in a separate clip (MM 111).
Source: MM 115 |
Ares SuperSquirt II, CO2 Container
The grip of the Ares SuperSquirt II contains a canister of compressed CO2 that is good for 50 shots.
Source: MM 115 |
Ares SuperSquirt II, DMSO Reservoir Clip
Contains 20 DMSO chemical application gel (MM 111) capsules. Used together with chemical capsules in a separate clip.
Source: MM 115 |
Barret Sniper Round
Special bullets for the Sniper Rifle Barrett Model 121
Source: Cannon Companion, page 21 |
Blowgun, Dart
Source: CC 31 |
Dart Rounds
Basic darts for Dart Pistol and Dart Rifle. Usually chemical-coated, most commonly narcoject. Chemical not included in the price.
Source: MM 116 |
Flamethrower, Fuel Tank
Flamethrower fuel is measured in shots. Each pair of fuel tanks hold 10 shots. An empty tank costs 50 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in five minutes, or replaced in 5 full Combat Turns. the fuel tanks have a Barrier Rating of 10; if they are breached by an explosion or other attack, they will explode in a ball of fire. The blast will have a Power equal to 2 times the number of shots left, -1 per half meter from the tanks, and a Damage Level of M.
Source: CC 29 |
Net Gun, Large Rounds
Fired by net guns. These expanding fiber nets are purchased in either a standard or large size. Large net rounds may be used only in a large net gun, but standard rounds may be used by both sizes of net guns.
Source: CC 40 |
Net Gun, Normal Rounds
Fired by net guns. These expanding fiber nets are purchased in either a standard or large size. Large net rounds may be used only in a large net gun, but standard rounds may be used by both sizes of net guns.
Source: CC 40 |
Speargun Spear
These long metal javelines were designed for impaling fish, but also work well against Awakened sea creatures. A metal ring at the base of the shaft allows a line to be tied to the spear for easy retrieval.
Source: CC 40 |
Splat Gun, CO2 Container
Refillable compressed air canisters in the stock, (good for 50 shots), power the guns. Refilling a canister costs 50 nuyen.
Source: MM 116 |
Splat Gun, Glue Rounds
Also known as tangler, loogey and goober, splat glue is a gooey sticky adhesive gel designed for nonlethal restraint. Usually launched from specialized splat guns, splat glue can be applied on the ground and other surfaces to catch anyone or anything that touches it. Splat glue is biodegradable and can be dissolved with a special solvent.
Source: MM 114 |
Walther Liquidator*, Chemical Reservoir Clip
A clip of 10 capsules chemical agent. The cost of the chemical is not included. Fired together with a DMSO capsule.
Source: Custom Denver MUSH |
Walther Liquidator*, CO2 Container
The grip of the Liquidator contains a canister of compressed CO2, good for 50 shots. It can be recharged for 50 nuyen.
Source: Custom Denver MUSH |
Walther Liquidator*, DMSO Reservoir Clip
A clip of 20 capsules of DMSO chemical application gel (MM 111). Fired together with the chemical capsule.
Source: Custom Denver MUSH |
All weapons in this area are used with Gunnery skill regardless of the actual weapons type, as they all are only used as vehicle mounted weapons
Weapon |
Type |
Conceal |
Ammo |
Mode |
Damage |
Weight |
Avail |
Cost |
SI |
Legal |
AN/EDQ-12 Air-Defense Naval Directed-Energy Weapons System (ANDREWS) |
Particle-Beam |
- |
50 |
SA/BF |
9LN |
1,200 |
- |
600,000 |
- |
1-K |
Ares Firelance Laser |
Laser |
- |
40 |
SA |
15S |
48 |
- |
300,000 |
- |
1-K |
Ares Vanquisher Minigun |
Minigun (HMG) |
- |
Belt |
FA |
10S |
45 |
18/28d |
75,000 |
3.5 |
1-K |
Ares Vaporizer Heavy Railgun |
Railgun |
- |
Belt |
SS |
15MN |
1,540 |
- |
1,000,000 |
- |
1-K |
Ares Vengeance Minigun |
Minigun (MMG) |
- |
Belt |
FA |
9S |
30 |
18/28d |
50,000 |
3.5 |
1-K |
Ares Vermicide Autocannon |
Cannon |
— |
10(c) |
SA |
12D |
45 |
16/2w |
12,000 |
2 |
2-H |
Ares Victory Autocannon |
Autocannon |
- |
Belt |
SS/FA |
20D |
105 |
20/45d |
125,000 |
5 |
1-K |
Ares Vigilant Autocannon |
Autocannon |
- |
Belt |
SS/FA |
18D |
90 |
20/45d |
90,000 |
5 |
1-K |
Aztechnology Relámpago Medium Railgun |
Railgun |
- |
Belt |
SS |
8MN |
770 |
- |
620,000 |
- |
1-K |
Aztechnology Xicohencatl Light Railgun |
Railgun |
- |
Belt |
SS |
6LN |
135 |
- |
135,000 |
- |
1-K |
Fabrique-Nationale Piranha Mini-Torpedo Launcher |
Torpedo Launcher |
- |
- |
SS |
As Torpedo loaded |
120 |
12/21d |
15,000 |
3 |
1-K |
Harpoon Gun |
Harpoon |
- |
1 |
SS |
As harpoon |
20 |
3/24h |
6,500 |
2 |
2P-D |
Heavy Mortar |
Gunnery |
— |
1 |
SS |
As Mortar |
150 |
15/21d |
10,000 |
3 |
1-K |
Light Howitzer |
Gunnery |
— |
1 |
SS |
As Round |
1,000 |
— |
100,000 |
— |
1-K |
Light Naval Gun |
Naval Canon |
- |
500 |
SA |
8LN |
250 |
- |
225,000 |
- |
1-K |
Medium Naval Gun |
Naval Canon |
- |
500 |
SS |
11MN |
600 |
- |
475,000 |
- |
1-K |
Water Cannon |
- |
- |
20 (special) |
- |
6M Stun |
12 |
- |
20000 |
- |
- |
AN/EDQ-12 Air-Defense Naval Directed-Energy Weapons System (ANDREWS)
The AN/EDQ-12 Air-Defense Naval Directed-Energy Weapons System (ANDREWS for short) is an Energy weapon designed to protect a warship against incoming missiles. ANDREWS uses a particle beam to discharge megavolts of electron charges at the incoming missile. If ANDREWS scores a hit. the discharge either fries the missile's control circuits, causing the misslle to fall off target or to detonate in mid-flight. Either way, the ship is safe. ANDREWS may also be used to attack aircraft and surface ships. Due to its massive power requirements, it may be installed only on ships powered by nuclear power plants.
Game Effects: The ANDREWS system operates in a similar manner to laser weapons such as the Ares Firelance vehicle laser. Reduce its Power by 2 at Medium range. 4 at Long range and 6 at Extreme range. ANDREWS is considered an anti-vehicle weapon. so vehicles do not automatically stage down the Damage Level and use only half their Armor ratings, rounded down, to reduce the weapon's Power.
The Ammo rating for ANDREWS lists the number of shots it can lire before recharging. It takes 10 minutes to recharge the weapon fully. However, if the weapon is inactive between uses. It can recharge shots in the interim, at a rate of 1 shot per 4 Combat Turns. The weapon must remain InactIve for 4 consecutive, full turns to recharge. If fired before four turns have elapsed, the recharging time is lost.
If a rigger is jacked into or directly controlling a vehicle or missile when it is struck by an ANDREWS particle beam, she takes physical damage from the ASIST backlash surge. The Power of the attack is 4 plus the rating of the rigger's VCR implant, and the Damage level Is D.
The ANDREWS particle beam may also be used to attack surface ships as well as aircraft and missiles. The system must be installed in a medium or higher level remote turret. Only vehicles with nuclear power plants may carry ANDREWS.
Source: Rigger 3, page 86/88/90 |
Ares Firelance Laser
The first viable laser system developed for vehicles, the Firelance was designed for use against low-flying aircraft and lightly armored vehicles. However it has proved an exceptionally effective weapons against personnel as well.
Game Effects: The Firelance's Power decreases over distance in the same manner as the Power of portable lasers decreases. Reduce the laser's Power by 2 for each range bracket beyond Short (hence 13S at Medium, 11S at Long and 9S at Extreme range). Ballistic armor has no effect against the Firelance: Impact armor reduces the Power by only half its value (round down). The Firelance is not an anti-vehicle weapon, and so is subject to the damage reduction rule for vehicles. Laser weapons do not generate recoil.
Smoke and fog reduce the Firelance's effectiveness. Reduce the weapon's Power by 1 for every 4 meters of smoke or fog the beam passes through.
The Firelance features a built-in battery that provides enough juice for 40 shots. This battery may be recharged at a rate of 1 shot every three hours. A Firelance may not draw power from a vehicle battery.
Source: Rigger 3, page 88/90 |
Ares Vanquisher Minigun
The Vanquisher series of miniguns are the heavier cousins of the popular Vindicator minigun and use the Vindicator's rotating-barrel design. The CAS army recently chose to equip its Avenger VII motorized air-defense vehicle with Vanquishers.
Game Effects: Like the Vindicator, both the Vanquisher require 3 seconds ( 1 Combat Turn) of start-up time to get the barrels rotating at firing speed. The Vanquisher have a fixed rate of fire of 15 rounds per Complex Action. The Vanquisher follow the double-unmodified recoil rules for heavy weapons, but mounting the miniguns on a vehicle hardpoint cancels out the special recoil modifier.
Vanquisher miniguns can make use of gyroscopic stabilization, but they cannot accept gas-vent recoil compensation. Likewise, they can accept top-mounted weapon accessories but they cannot carry barrel or under-barrel weapon accessories. Vanquisher miniguns can be mounted on vehicle weapon mounts, but they cannot be mounted on ordinary bipods or tripods.
Because of their mass and punishing recoil, Vanquisher are not man-portable. The Vanquisher are not anti-vehicle weapons, so they are subject to the damage reduction rules for vehicles.
The Vanquisher is considered a HMG for range and ammo purposes.
Source: Rigger 3, page 89/90 |
Ares Vaporizer Heavy Railgun
The Vaporizer is easily the most powerful railgun in production and is commonly found only on tanks or warships.
Game Effects: The Vaporizer's capacitors take 1 full Combat Turn to recharge, so the Vaporizer can be fired only once every other Combat Turn at most.
Like other railguns, the Vaporizer's Capacitors are good for 20 shots and can be recharged at a rate of 1 shot per 2 hours. Railguns may not draw power from a vehicle's battery, as they use different voltage levels.
Each CF of ammunition storage hold 20 Vaporizer Slugs.
Source: Rigger 3, page 89/90 |
Ares Vengeance Minigun
The Vengeance series of miniguns are the heavier cousins of the popular Vindicator minigun and use the Vindicator's rotating-barrel design.
Game Effects: Like the Vindicator, both the Vengeance require 3 seconds ( 1 Combat Turn) of start-up time to get the barrels rotating at firing speed. The Vengeance have a fixed rate of fire of 15 rounds per Complex Action. The Vengeance follow the double-unmodified recoil rules for heavy weapons, but mounting the miniguns on a vehicle hardpoint cancels out the special recoil modifier.
Vengeance miniguns can make use of gyroscopic stabilization, but they cannot accept gas-vent recoil compensation. Likewise, they can accept top-mounted weapon accessories but they cannot carry barrel or under-barrel weapon accessories. Vengeance miniguns can be mounted on vehicle weapon mounts, but they cannot be mounted on ordinary bipods or tripods.
Because of their mass and punishing recoil, Vengeance are not man-portable. The Vengeance are not anti-vehicle weapons, so they are subject to the damage reduction rules for vehicles.
The Vengeance is considered a MMG for range and ammo purposes.
Source: Rigger 3, page 89/90 |
Ares Vermicide Autocannon
This light cannon comes with an autoloader and fires in semi-auto mode.
Source: Shadowrun 3rd Edition, page 312 |
Ares Victory Autocannon
The Victory autocannons are vehicle-mounted, autofire versions of the standard single-shot assault cannons. These extremely popular heavy-suppression weapons commonly are mounted on all but the lightest armored personnel carriers (APCs) and infantry fighting vehicles (IFVs).
Game Effects: The Victory are capable of firing in singleshot (SS) and fully automatic (FA) modes. When firing in fullautomatic mode, the cannons fire a minimum burst of 6 rounds and have a maximum rate of fire of 12 rounds per phase.
The Victory autocannons can be mounted only on fixed hardpoints or turrets. Because they are heavy weapons, they both negate the half-recoil modifier for hardpoints. Victory autocannons can accept vehicle weapons accessories but no other weapon accessories.
The Victory are no man-portable weapons. If the Victory are loaded with standard assault cannon ammunition, they are not anti-vehicle weapons and are subject to the damage reduction rule for vehicles.
If loaded with AV assault cannon rounds they are considered anti-vehicle.
Source: Rigger 3, page 90/91 |
Ares Vigilant Autocannon
The Vigilant autocannons are vehicle-mounted, autofire versions of the standard single-shot assault cannons. These extremely popular heavy-suppression weapons commonly are mounted on all but the lightest armored personnel carriers (APCs) and infantry fighting vehicles (IFVs).
Game Effects: The Vigilant are capable of firing in singleshot (SS) and fully automatic (FA) modes. When firing in fullautomatic mode, the cannons fire a minimum burst of 6 rounds and have a maximum rate of fire of 12 rounds per phase.
The Vigilant autocannons can be mounted only on fixed hardpoints or turrets. Because they are heavy weapons, they both negate the half-recoil modifier for hardpoints. Vigilant autocannons can accept vehicle weapons accessories but no other weapon accessories.
The Vigilant are no man-portable weapons. If the Vigilant are loaded with standard assault cannon ammunition, they are not anti-vehicle weapons and are subject to the damage reduction rule for vehicles.
If loaded with AV assault cannon rounds they are considered anti-vehicle.
Source: Rigger 3, page 90/91 |
Aztechnology Relámpago Medium Railgun
The Relámpago (Lightning) is a brutally powerful vehicle weapon manufactured by Aztechnology and used by several European military outfits. This medium railgun uses highcapacity capacitors and multiple electromagnets to acccelerate a ferrous slug to extreme velocities. This slug inflicts terrific damage through sheer kinetic energy. The sound of a railgun firing is quite distinctive, causing a deafening whip crack as the hypervelocity slug exits the barrel.
Game Effects: The Relámpago's capacitors take a full Combat Turn to recharge, so the weapon can be flred only once every other Combat Turn at most. The Relámpago'S capacitors are good for 20 shots and can be recharged from an alternator at a rate of 1 shot per hour. Railguns may not draw power from a vehicle's battery.
Each CF of ammunition storage holds 40 Relámpago slugs.
Source: Rigger 3, page 89/90 |
Aztechnology Xicohencatl Light Railgun
The Xicohencatl ("angered bumblebee") is Aztlan's primary light railgun, mounted on border patrol vehicles to provide a powerful punch against interlopers. The main drawback to this raillgun is its energy consumption.
Game Effects: The Xicohencatl's capacitors require a full Combat Turn to recharge, so the Xicohencatl can only be fired once every other Combat Turn at most.
Like other railguns, the Xicohencatl features a built-in capacitor. The Capacitor is good for 20 shots and may be recharged from an alternator at a rate of 2 shots per hour. Railguns may not draw power from a vehicle's battery.
Each CF or ammunition storage holds 50 slugs.
Source: Rigger 3, page 90/91 |
Fabrique-Nationale Piranha Mini-Torpedo Launcher
With the increased publicity of underwater aquacologies such as the Proteus Arcoblocks and Yamatetsu's Saotome Aquadomes, demand has risen for inexpensive close-range underwater weapons. Ostensibly to protect against hostile Awakened sea creatures. (That they also happen to be effective against diving shadowrunners and scuba-pirates Is just a coincidence.)
Fabrique-Nationale developed its Piranha torpedo system in response to this demand. Ordinary torpedoes are relatively slow, have long arming ranges, and, at over 300,000 nuyen a pop, are not cost-effective against small targets. FN's torpedo design incorporates the technology of its FN-AAL gyrojet weapons system and uses the same water-combustive alkaline fuel as propellant. This makes the Piranha significantly faster than standard torpedoes, and its enlarged warhead is effective against even the largest Awakened sea creatures. While the range reduction limits its usefulness in naval combat. It is still adequate enough for point defense against smaller organic targets.
The Piranha has three available warheads: armor piercing (AP), high explosive (HE) and ink-dispensing. Piranha torpedoes may be guided or unguided.
Game Effects: The Piranha follows the standard rules for missile launchers and missile combat. It can be used only against underwater targets. Damage codes for the high explosive and armorpiercing warheads are subject to the effects of hydrostatic shock. The ink-dispensing warhead creates a 25-meter radius ink cloud that adds a +4 visibility modifier (in addition to normal underwater vision modifiers).
Piranha missiles and rockets are not antivehicle weapons, so they are subject to the damage reduction rule for vehicles. The Piranha is a specialized launcher and cannot fire generic missiles, rockets or torpedoes. Piranhia launchers use medium launch control systems and internal missile mounts, which 1 must be purchased in addition to the system.
Source: Rigger 3, page 88-89/90 |
Harpoon Gun
The ship-mounted version of a spear gun, the harpoon gun fires long bolts mounted with sharpened blades or explosive heads. Ropes, cords or cables connected to harpoons limits their range.
Game Effects: If a character is struck by a harpoonm use his impact armor to reduce the weapon's Power. Harpoon guns are not antivehicle weapons, and so are subject to the damage reduction rule for vehicles.
A harpoon can fly a range equal to or less than the length of its tether. If the target is farther than the tether length, the harpoon automatically misses.
Connecting or disconnecting a tether from a harpoon is a Complex Action.
Source: Rigger 3, page 88/90 |
Heavy Mortar
A heavier, vehicle mounted version of the M-12 Portable Mortar. As with weapons of this type, it lobs a 100 millimeter-caliber round at a high arc. It is used almost entirely as an indirect fire weapon.
Heavy Mortars have a Weapon Value of 4. Each CF of ammo storage holds 20 shells. This weapon may fire at a maximum rate of 1 round per Combat Turn, regardless of the number of actions available to the shooter.
This weapon has a Scatter of 3d6 x 5 meters
Source: State of the Art 2063, page 73 |
Light Howitzer
The lightest of artillery cannons, with a round ranging from 90 to 110 millimeters. They are used exclusively for indirect fire, but their low arc of fire gives them better range than mortars.
Light Howitzers have a Weapon Value of 6. Each CF of ammo storage holds 10 shells, and at least 2 CF must be dedicated to ammo storage.
This weapon has a Scatter of 3d6 x 10 meters
Source: State of the Art, page 73 |
Light Naval Gun
Though anti-ship missiles dominate most naval battles, ordinary naval guns and cannons still see extensive service in the 206Os. Usually they are used as backup weapons against targets too small or too insignificant to engage with antiship missiles. Naval guns and cannons can be used against ships as well, but their short ranges preclude their use against enemies armed with anti-ship missiles.
Thanks to advances in automation and electronic-control technology, modern naval guns are remotely operated and possess autoloaders. This has eliminated the need for crews and allowed the design of smaller and lighter gun turrets. Light naval guns are also capable of limited semi-automatic fire.
Naval guns currently exist in two sizes: small and medium. Small naval guns are normally mounted on frigates, corvettes and some of the heavier coastal patrol craft.
Game Effects: Light naval guns take up seven weapon slots. Each CF of ammunition storage holds either 25 light naval gun shells. At least 2 CF of ammunition storage must be dedicated.
Naval guns fire high-explosive shells that cause naval damage.
Source: Rigger 3, page 88/90 |
Medium Naval Gun
Though anti-ship missiles dominate most naval battles, ordinary naval guns and cannons still see extensive service in the 206Os. Usually they are used as backup weapons against targets too small or too insignificant to engage with antiship missiles. Naval guns and cannons can be used against ships as well, but their short ranges preclude their use against enemies armed with anti-ship missiles.
Thanks to advances in automation and electronic-control technology, modern naval guns are remotely operated and possess autoloaders. This has eliminated the need for crews and allowed the design of smaller and lighter gun turrets.
Naval guns currently exist in two sizes: small and medium. Medium naval guns are usually mounted on destroyers, cruisers and other line warships.
Game Effects: Medium naval guns take up ten weapon slots. Each CF of ammunition storage holds 5 medium naval gun shells. At least 2 CF of ammunition storage must be dedicated.
Naval guns fire high-explosive shells that cause naval damage.
Source: Rigger 3, page 88/90 |
Water Cannon
A high-pressure projector, the water cannon always fires in autofire mode (10 shots per action) and suffers no recoil penalty. Any hit requires the target to make a Knockdown Test at a target number equal to the weapon’s full power. If the weapon’s pump is connected to a water source, the weapon does not need to reload. Range and choke characteristics are listed as Shotgun. Firemode is SA with regard to combat rules, even though it is considered to fire constantly in full-auto-mode.
Source: SR3 307, 312 |
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