
Modern Weapons List
Weapon                   Sub-Area      WP S  DT     Damage   Capacity  ROF    Cost 
Budget Arms C-13         Light Pistols  2 4  Pierce   d6     8 shots    2     75 
Dai Lung Cybermag 15     Light Pistols  2 4  Pierce   d6+1   10 shots   2     50 
Federated Arms X-22      Light Pistols  3 4  Pierce   d6+1   10 shots   2     150 
Militech Arms Avenger    Medium Pistols 3 5  Pierce  2d6+1   10 shots   2     250 
Dai Lung Streetmaster    Medium Pistols 3 5  Pierce  2d6+3   12 shots   2     250 
Federated Arms X-9mm     Medium Pistols 3 5  Pierce  2d6+1   12 shots   2     300 
BudgetArms Auto 3        Heavy Pistols  2 6  Pierce  3d6     8 shots    2     350 
Sternmeyer Type 35       Heavy Pistols  3 6  Pierce  3d6     8 shots    2     400 
Armalite 44 V.           Heavy Pistols  3 7  Pierce  4d6+1   8 shots    1     450 
Colt AMT Model 2000 V.   Heavy Pistols  3 7  Pierce  4d6+1   8 shots    1     500 
Uzi Miniauto 9           Light SMG      4 5  Pierce  2d6+1   30 shots 1/3/35  475 
H&K MP-2013              Light SMG      4 5  Pierce  2d6+3   35 shots 1/3/32  450 
Fed Arms Tech Assault II Light SMG      4 5  Pierce   d6+1   50 shots 1/3/25  450 
Arasaka Minami 10        Medium SMG     3 6  Pierce  2d6+3   40 shots 1/3/20  500 
H&K MPK-9                Medium SMG     4 6  Pierce  2d6+1   35 shots 1/3/25  520 
Sternmeyer SMG 21        Heavy SMG      2 7  Pierce  3d6     30 shots 1/3/15  500 
H&K MPK-11               Heavy SMG      3 7  Pierce  4d6+1   30 shots 1/3/20  700 
Ingram MAC 14            Heavy SMG      0 7  Pierce  4d6+1   20 shots 1/3/10  650 
Militech Ronin Light 
  Assault                Assault Rifle  4 6  Pierce  5d6     35 shots 1/3/30  450 
AKR-20 Medium Assault    Assault Rifle  3 7  Pierce  5d6     30 shots 1/3/30  500 
FN-RAL Hvy. Assault      Assault Rifle  2 8  Pierce  6d6+2   30 shots 1/3/30  600 
Kalishnikov A-80 Hvy.    Assault Rifle  2 8  Pierce  6d6+2   35 shots 1/3/25  550 
Arasaka Rapid Assault 12 Shotgun        2 6  Pierce  4d6     20 shots  1/10   900 
Sternmeyer Stakeout 10   Shotgun        0 6  Pierce  4d6     10 shots   2     450 
Barrett-Arasaka Light 
  20mm^1                 Auto Cannon    3 8  Pierce  4d10    10 shots   1     2,000 
Scorpion 16 Missile 
  Launcher               Missile Lnchr  2 10 Impact  7d10^2  1 shot     1     3,000 
Militech Arms RPG-A      Grenade Lnchr  0 8  Impact  6d10^2  1 shot     1     1,500 
Grenade, Fragmentation   Grenades       3 6  Piercing 7d6^2  Single     1     30 
Grenade, Incendiary      Grenades       3 6  Fire^3   4d6^2  Single     1     30 
Grenade, Stun            Grenades       3 6  Stun     7d6^2  Single     1     30 
Grenade, Dazzle          Grenades       3 6  Dazing    ^2^4  Single     1     30 
Grenade, Sonic           Grenades       3 6  Stun    5d6^2^5 Single     1     30 
Grenade, Gas^6           Grenades       3 6  by type by type Single     1     30 
Grenade Launcher         Grenade Lnchr  3 7  by type by type Single     1     30 
C-6 Plastic Explosive    Demolition     - -  Impact   8d10^2 1 kilogram -     100 
Mine (all types)         Demolition     - -  Impact   4d10^2 1 mine     -     350 K-A F-253 
Flame-thrower            Exotics        0 9  Fire^3   2d10   10 shots   1     1,500 
Techtronica 15 
  Microwaver             Exotics        3 6  Impact   1d6^7  10 shots    2    400 
Militech Laser Cannon    Exotics        3 5  Fire^8   1-5d6  10 chrgs*3  2    8,000 
Avante P-1135 Needle Gun Medium Pistols 3 5  Pierce   by     15 shots    2    200
                                                      drug^9 
Enertex AKM Power Squirt Light Pistols  0 4  Special*1 by drug 50 shots  1    15 
Nelspot "Wombat"         Medium Pistols 2 6  Special*1 by drug 20 shots  2    200 
Militech Electronics 
  Taser                  Exotics        2 7  Stun*2    4d6     10 chrgs  1    60          
Weapons                   Sub-Area      WP S DT              Damage Reach PMPow Cost 
Kendachi Monoknife^1(x2)  Knife          5 2 Cut               2d6    1     -   200 
Kendachi Monokatana^1(x2) One-Handed Swd 7 4 Cut               4d6    2    12   600 
Chainsawþ1(x2)            Chainsaw       0 9 Cut               4d6    2    13   60 SPM-1 
Battleglove               HTH,Lethal,Hnd 0 3 Blunt/Constrict 3d6/2d6  1     -   900
^1 indicates that the weapon negates armor equal to 5, or its WP, whichever is higher.  There can be a multiplier attached.
^2 this weapon has a blast radius equal to its number of damage dice in meters (i.e. 7d10 is 7 meters), and the damage decreases by one die per meter from the point of impact.  Damage is multiplied by a d3 exposure rating, averaged armor..
^3 this weapon does continuous damage for d6 CTs, or until extinguished.  No roll for hit location is  required, instead use overall averaged armor to determine protection.
^4 this weapon has a 5 meter blast radius, and causes dazing unless a check vs. PNCap can be made.  The DR depends on how close to the impact point the target is.  At the center the check is at "Very Difficult", and decreases by one DR per one meter out.  The dazing lasts for d6 CTs.
^5 in addition, this weapon causes deafness for an equal number of CTs.
^6 the exact nature of the poison is upto GM discretion, usually about a STR 20 poison.
^7 shorts out a randomly selected piece of cyberware for d3 BTs, ATs if a special success, unless the cyberware is proofed against such attacks.
^8 use fire armor to determine protection, although damage is actually intensified light.  Half the protection, however.
^9 does no actual damage but must first penetrate armor.  Armor penetration is 4d6, work out as per normal damage rules, but does not inflict any actual damage.  After all factoring has been completed, if any damage gets through the armor then the needle has succeeded in piercing the skin.
*1 this attack automatically succeed against unarmored locations.  An armored location automatically saves unless the severity roll comes up as Super- or Ultra-Vital.
*2 use electrical armor to determine protection.
*3 this weapon uses up charges at the rate of one per die of damage.
Ammunition and Options
Ammunition                              Cost
Light Pistol, Light SMG (box of 100)^    15 
Medium Pistol, Medium SMG (box of 50)^   15 
Heavy Pistol, Heavy SMG (box of 50)^     18 
Very Heavy Pistol (box of 50)^           20 
Assault Rifle (box of 100)^              40 
Shotgun (box of 12)^*                    15 
20mm Cannon Round (1)                    25 
Airgun Pellets (box of 100)               6 
Needlegun Rounds (box of 50)             25 
Flamethrower Reload                      50 
Macro Missile Reload (4 missiles)       100   
Options                                 Cost
Silencer                                100 
Holster                                  20 
Shoulder Sling                            5
^ Armor Piercing rounds cost three times the normal costs, and negate 5 points of armor, or the weapon's WP, whichever is higher.
* Armor piercing rounds are solid slug.
Ranges on Firearms
Weapon Type    Point Blank   Short    Medium    Long      Extreme 
Pistols (any)     1-5         6-12     13-25    26-50      51-100 
Light SMGs        1-10       11-35     36-75    76-150    151-300 
Med. & Hvy. SMGs  1-25       26-50     51-100  101-200    201-400 
Assault Rifles    1-25       26-100   101-200  201-400    401-800 
Shotguns          1-5         6-12     13-25    26-50      51-100 
20mm Cannons       -          1-100   101-225  226-450    451-900 
Missile Launchers  -          1-250   251-500  501-1000  1001-2000 
Grenade Launchers  -          1-100   101-500  501-750    751-1500 
Flamethrowers     1-5         6-12     13-25    36-50      51-100 
Microwavers        1          2-5       6-10    11-20      21-40 
Lasers            1-10       11-50     51-100  101-200    201-400 
Needleguns        1-5         6-10     11-20    21-40      41-80 
Squirtguns         1           2        3-5      6-10      11-20 
Airgun            1-5         6-10     11-20    21-40      41-80 
Taser              1           2        3-5      6-10      11-20