Weapons

Hand Weapons

Blades Damage Weight Cost Notes
Boot Knife Str+d4 - 50¥ -4 to Notice checks
Knife Str+d4 1 25¥ -2 to Notice checks
Combat Knife Str+d6 2 100¥
Sword/Katana Str+d8 6 300¥
Combat Axe Str+d10 8 400¥ AP 1, 2 hands
Monofilament Knife Str+d6 2 1000¥ AP 2
Monofilament Sword Str+d8 6 1500¥ AP 2
Clubs Damage Weight Cost Notes
Club Str+d4 1 25¥
Billy Club/Baton Str+d4+1 1 50¥
Stun Baton Str+d4+1 1 400¥ Hit triggers Vigor check or target takes one Fatigue
Shock Gloves Str+d4 - 200¥ Hit triggers Vigor check or target takes one Fatigue
Monofilament whip Str+Agi+d4 2 3000¥ AP 2, Attacker damages self on Critical failure

Ranged Weapons

Thrown Range Damage ROF Shots Weight Cost Notes
Shuriken 3/6/12 Str+d4 1 - - 25¥
Throwing Knife 3/6/12 Str+d4 1 - - 25¥
Throwing Axe 3/6/12 Str+d6 1 - 2 50¥
Projectile Range Damage ROF Shots Weight Cost Notes
Bow 15/30/60 Str+d6 1 - 5 300¥
Crossbow 20/40/80 2d6 1 - 9 500¥

Guns

Pistols can be used in close combat, and can have top mounted and barrel mounted accessories (except holdouts). Rifles cannot be used in close combat, and can have top, barrel and undermount accessories.

Pistols Range Damage ROF Shots Weight Cost Notes
Holdout 6/12/24 2d6-1 1 6 2 250¥ -4 to Notice checks, no accessories
Light Pistol 12/24/48 2d6 1 15 4 400¥ Semi-auto, -2 to Notice checks
Heavy Pistol 12/24/48 2d6+1 1 8 6 500¥ AP 1, Semi-auto
Heavy Revolver 10/20/40 2d8 1 6 6 500¥ AP 2, Revolver
Scattergun 6/12/24 1-3d6 1 4 6 500¥ Shotgun
Machine Pistol 10/20/40 2d6-1 3 30 5 600¥ Auto
SMG 12/24/48 2d6 3 24 6 700¥ AP 1, Auto
Rifles Range Damage ROF Shots Weight Cost Notes
Shotgun 12/24/48 1-3d6 1 6 8 600¥ Shotgun
Sport Rifle 24/48/96 2d8 1 5 10 800¥ AP 2, Str d6
Assault Rifle 18/36/72 2d8 3 24 10 1500¥ AP 2, Auto, 3RB, Str d6
Sniper Rifle 50/100/200 2d10 1 6 15 5000¥ AP 4, Snapfire penalty, Str d6
LMG 30/60/120 2d8+1 4 200 30 3000¥ AP 3, Snapfire penalty, Str d8

Ammo

Listed costs are for single rounds of ammo.

Projectiles Cost Effect
Arrow/Bolt
Bullets Cost Effect
Regular
Gel cause Fatigue damage, soaked by Vigor or Spirit check
Explosive 10¥ +1 damage, +1 AP, on critical failure deals damage to shooter and destroys weapon
APDS 20¥ +4 AP, -1 damage, rifles only, not shotgun
Shotgun Buckshot +2 Shooting, 1-3d6 damage, shotgun only
Shotgun Slug 2d10 damage, shotgun only
Stick-n-Shock™ 2d8 Fatigue damage, shotgun only
Tracer halves range modifiers when using Autofire

Accessories

Item Cost Mount Effect
Concealable holster 70¥ - Pistols only, -2 Notice checks
Gas vent system 300¥ Barrel Reduces Autofire penalty to -1
Gyrostabilizer arm 3000¥ Under Rifles only, removes Autofire penalty
Imaging scope 300¥ Top Halves range penalty when not moving
Laser sight 250¥ Top/Under +1 Shooting at Short range
Periscope 100¥ Top Allows blind fire around corners at -1 Shooting
Quick draw holster 100¥ - Pistols only, removes Multi-action penalty for drawing weapon
Silencer 200¥ Barrel Moderately reduces weapon noise, ROF 1 only, not shotgun or revolver
Smartgun, internal Weapon Cost - +1 Shooting, need Smartlink cyberware
Smartgun, external 500¥ Top/Under +1 Shooting, need Smartlink cyberware
Suppressor 300¥ Barrel Reduces weapon noise for Autofire weapons
Spare Clip 10¥ -
Speed Loader 40¥ - Allows reloading Revolvers as standard action

Weapons

Misspent Youth DSMfive DSMfive