Projectile Weapons, Energy and Web Guns
Hand Hurled Weapons use Strength + Melee skill. Long and Short Bows use Strength + Firearms. All others use the Dexterity + Firearms Skill (even the explosives). It is possible to earn a specialty in one type of weapon technique adding its rating to your dice pool.
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
One Handed Weapons
Hand Propelled
Blowgun 15 mm 7 Strength+0 1 1 J n/a 20 Cr 10
Bola (-1 Dex per hit) 50 mm 7 Strength+0 (E) 1 1 P n/a 30 Cr 30
Boomerang -- 7 Strength+1 (B) 1 1 J n/a 40 Cr 15
Fukimi-bari 15mm

6

Strength+0 1 1 P n/a 5 Cr 25
Javelin -- 6 Strength+2 1 1 N n/a 40 Cr 20
Shuriken -- 7 Strength+1 1 1 P n/a 20 Cr 10
Sling, Hand 20 mm 6 Strength+2 (B) 1 1 P n/a 10 Cr 5
Spear/Javelin 20 mm 6 Strength+3 1 1 N n/a 25 Cr 25
Thrown Axe -- 6 Strength+0 1 1 J n/a 20 Cr 30
Thrown Knife -- 6 Strength+1 1 1 P n/a 20 Cr 20
Thrown Rock -- 6 Strength+0 1 1 P n/a 20 Cr 0 X
War Dart 15 mm 6 Strength+0 1 1 J n/a 25 Cr 10
Crossbow
Pistol 250 mm 8 2 (-1/5 meters) 1 1 J n/a 20 Cr 30
Revolvers
Colt Anaconda .44 6 4 2 6 J n/a 50 Cr 50
Colt King Cobra .357 7 4 2 6 J n/a 35 Cr 55 ••
Colt Python .357 6 3 2 6 J n/a 30 Cr 60 ••
Derringer .38 6 4 2 2 P n/a 15 Cr 25
Lama Comanche .38 6 4 3 6 P n/a 25 Cr 50
Ruger Redhawk .44 6 6 2 6 T n/a 65 Cr 70 ••
Smith & Wesson M29 .44 7 6 2 6 T n/a 40 Cr 60 ••
Smith & Wesson M57 .41 6 5 3 6 P n/a 25 Cr 75 ••
Smith & Wesson M640 .38 6 2 3 5 P n/a 12 Cr 80 ••
Smith & Wesson 686 .38 6 3 2 6 J n/a 30 Cr 85 ••
Voss BC .22 M 6 4 3 8 J n/a 20 Cr 45
Light Pistols
Beretta 92 9 mm 6 4 4 15 P n/a 25 Cr 45
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Browning HP-35 9 mm 7 4 4 25 J n/a 25 Cr 50
Ceska CZ-52 7.62 T 7 3 4 8 J n/a 30 Cr 50
Colt 2000 9 mm 7 4 3 15 J n/a 20 Cr 60 ••
Glock 17 9 mm 7 4 4 17 J n/a 20 Cr 45
Glock 17L 9 mm 7 2 4 17 J n/a 17 Cr 50 ••
Glock 19 10 mm 7 4 3 15 P n/a 30 Cr 55 ••
Glock 20 10 mm 7 4 3 15 P n/a 30 Cr 60 ••
Hammerli M280 Target .22 LR 6 1 5 5 J n/a 30 Cr 40
Heckler & Koch P7M10 .4 7 5 3 10 P n/a 20 Cr 50
Heckler & Koch P7M13 9 mm 7 2 4 13 P n/a 20 Cr 55 ••
Heckler & Koch USP 9 mm 7 4 4 15 J n/a 25 Cr 70 ••
Llama M87 9 mm 6 4 4 15 J n/a 25 Cr 80 ••
Nova 9 mm 6 4 4 15 J n/a 25 Cr 75 ••
PM Markarov 9 mm 7 4 4 6 P n/a 15 Cr 40
Ruger Mark II .22 7 4 3 10 J n/a 25 Cr 45
Sig Sauer P226 9 mm 7 4 4 20 P n/a 30 Cr 50
Sig Sauer P299 .40 7 4 4 7 P n/a 30 Cr 55 ••
Smith & Wesson ASP 9mm 7 4 4 7 P n/a 25 Cr 60 ••
Smith & Wesson M1006 10 mm 6 5 3 9 P n/a 30 Cr 70 ••
Walther PPK .380 ACP 7 2 3 7 P n/a 15 Cr 50
Laser Gauntlet
Ogroteck MiniPulse-L* -- 6 3 2 12 P 1 80 Cr 50
Orgoteck Pulse-L Gauntlet* -- 5 5 2 35 T 2 270 Cr 500 •••
Ogroteck Iris-L II Enhancer* -- 5 7 2 Spec. T 3 450 Cr 1,000 ••••
Heavy Pistols
AMT Automag .45 M 3 5 3 7 J n/a 35 Cr 100 ••
Calico 950 9 mm 7 4 3 100 T n/a 25 Cr 85 ••
Cassul .454 7 7 1 5 J n/a 40 Cr 75 ••
Ceska CZ-52 7.61 mm 7 3 3 8 J n/a 30 Cr 90 ••
Colt M1911 .45 ACP 7 5 3 7 J n/a 35 Cr 100 ••
Colt Commander .45 7 5 3 7 J n/a 30 Cr 110 ••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Colt Delta Elite 10 mm 7 5 3 7 J n/a 25 Cr 125 ••
Glock 21 .45 8 5 3 13 J n/a 25 Cr 120 ••
Glock 22 .40 S&W 7 3 3 15 J n/a 25 Cr 130 ••
Glock 23 .40 7 5 3 13 J n/a 20 Cr 130 ••
Heckler & Koch P7M10 .40 S&W 8 3 3 10 P n/a 20 Cr 140 ••
Heckler & Koch P7M13 9 mm 7 2 4 13 P n/a 20 Cr 140 ••
Heckler & Koch USP 9 mm 7 4 3 15 J n/a 25 Cr 160 ••
Linebaugh .475 7 7 1 6 J n/a 40 Cr 140 ••
Llama M87 9 mm 6 4 4 15 J n/a 25 Cr 140 ••
MBA Gyrojet Pistol 13 mm Gv 7 6 4 8 J n/a 40 Cr 250 ••
SigSauer P220 .45 ACP 8 3 3 7 J n/a 30 Cr 120 ••
Smith & Wesson 4006 .40 6 5 4 11 J n/a 20 Cr 135 ••
Smith & Wesson 4506 .45 6 5 3 8 J n/a 25 Cr 135 ••
Smith & Wesson 5906 9 mm 6 4 4 14 J n/a 25 Cr 135 ••
Uzi Pistol 9 mm 7 4 5 32 J n/a 20 Cr 190 ••
Laser Pistol
Alchemy 2117-A Biopistol* -- 6 4 2 7 J 1 25 Cr 190 ••
Banji Spark -- 6 3 2 15 J n/a 25 Cr 200 ••

L-K Personal Protector*

-- 6 4 2 7 J n/a 30 Cr 190 ••
Orgoteck Wasp II Pulse Laser* -- 6 4 2 15 J 1 25 Cr 190 ••

Voss 33K

-- 5 4 2 10 P n/a 20 Cr 185 ••
Flechette Weapons [ignores armor unless it defends against specific attacks]
Alchemy Bulldog F-40 Bioflechette 0.1 mm 5 3/5/7 5/10/15 40 J 1 35 Cr 190 ••
Aris Sure Sting Flechette Pistol 0.1 mm 5 3/5/7 3/8/12 20 P n/a 30 Cr 180 •••
Orgoteck Stinger Autopistol .1 mm 5 2/4/6 3/8/12 20 P 1 30 Cr 160 ••
The Big Handguns
Desert Eagle .357 8 5 1 8 J n/a 30 Cr 220 •••
Desert Eagle .44 8 6 1 8 J n/a 35 Cr 225 •••
Desert Eagle .50 AE 7 6 3 9 J n/a 35 Cr 260 •••
Calico M-950 9 mm 6 4 4 100 J n/a 25 Cr 270 •••
Cassull .454 7 5 1 5 J n/a 40 Cr 230 •••
L.A.R. Grizzly .45 6 5 3 7 J n/a 5 Cr 220 ••
Linebaugh .475 7 5 1 6 J n/a 40 Cr 230 ••
V-Weapon "Flash Guns" (Orgotek vertigo inducing subsonic sound beams) (America Offline)
Orgotek VP-2 -- 6 4† 1 10 J n/a 20 Cr 400 •••
Orgotek VG-3 --- 6 5† 1 1 P n/a 10 Cr 425 ••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Light Submachine Guns
AKMS* 7.62 S 7 8 4 30 N n/a 50 Cr 200 •••
AKR* 5.45 7 7 3 20 N n/a 65 Cr 225 •••
AMD 65* 9 mm 7 8 3 30 T n/a 75 Cr 235 •••
Beretta M12* 7.62 S 7 4 3 30 T n/a 30 Cr 230 •••
Beretta M93* 9 mm 7 4 3 21 J n/a 20 Cr 240 •••
Calico 950* 9mm 7 2 3 50/100 T n/a 25 Cr 245 •••
Colt M177* 5.56 7 7 3 27 J n/a 65 Cr 250 •••
Heckler & Koch MP-5* 9 mm 7 2 21 30 T n/a 40 Cr 265 •••
Hecker & Koch MP8-5K* 9mm 7 4 3 30 T n/a 30 Cr 270 •••
Heckler & Koch MP-5 SD 9 mm 6 4 6 30 T n/a 25 Cr 270 •••
Heckler & Koch MP53* 5.56 7 7 3 25 T n/a 60 Cr 260 •••
Ingram MAC-10* 9 mm 7 2 3 30 J n/a 25 Cr 180 •••
Ingram MAC-10* .45 6 5 3 32 J n/a 35 Cr 185 •••
Ingrram MAC-11* .380 7 4 3 32 J n/a 20 Cr 180 •••
Ingram MAC-11* 9 mm 7 4 3 32 J n/a 20 Cr 185 •••
Intratec TEC-9* 9 mm 6 4 3 32 J n/a 35 Cr 200 ••
L2A3 Stirling* 9 mm 6 4 3 34 T n/a 40 Cr 195 •••
Micro-Uzi9* 9 mm 7 4 3 15 J n/a 25 Cr 195 •••
Min-Uzi* 9 mm 7 4 3 20/30 T n/a 25 Cr 200 •••
Skorpion M-61* .32 ACP 5 4 3 30/50 J n/a 30 Cr 205 •••
Spectre M-4* 9 mm 7 4 3 30/50 T n/a 50 Cr 200 •••
Sten MK2* 9 mm 6 4 3 32 T n/a 30 Cr 220 •••
Steyr AUG* 9 mm 7 4 3 32 T n/a 40 Cr 220 •••
TEC9* 9 mm 8 2 3 20/32 T n/a 20 Cr 240 •••
TEC22* 22 LR 6 1 3 30 J n/a 20 Cr 245 •••
Machine Pistols
Beretta 93R* 9 mm 7/8 2 15 15/21 J n/a 20 Cr 250 •••
Calico 950* 9 mm 7 4 3 100 T n/a 25 Cr 240 •••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Calico 960* 9 mm 7 4 3 32 N n/a 35 Cr 290 •••
Colt Scamp* .22 6 3 4 27 J n/a 20 Cr 290 •••
Glock 18* 9 mm 7/8 2 19 17/19 J n/a 20 Cr 300 •••
Heckler & Koch VP-70z* 9 mm 7/8 2 9 18 J n/a 20/30 Cr 300 •••
Steckin* 9x18mm 7/8 2 15 18 J n/a 18 Cr 310 •••
Autopistol
Banji Bolt (Luna Rising) 10 mm 5 4 2 12 P n/a 40 Cr 190 ••
Banji Cyclone* 10 mm 6 4 2 16 P n/a 50 Cr 195 ••
L-K Defender* 9 mm 6 4 2 18 J n/a 50 Cr 200 ••
Stavros Snub (Luna Rising) 9 mm 6 4 2 15 P n/a 45 Cr 195
Heavy Autopistol
L-K Avenger 11 mm 6 5 2 20 J n/a 50 Cr 200 ••
Stavros 11 mm Auto 11 mm 6 5 2 16 J n/a 50 Cr 200 ••
Sonic Weapons [ignores armor unless it defends against specific attacks]
Aris Whistler -- 6 6 can be B 1 20 J n/a 50 Cr 305 •••
Taser Weapons [ignores armor unless it defends against specific attacks]
Banji Lightning Taser Baton -- 6 6 (B) 1 20 J n/a 50 Cr 150 ••
Orgoteck Electric Eel Taser Pistol -- 6 6 (B) 1 30 J 1 25 Cr 160 ••
Web Emitters [ignores armor unless it defends against specific attacks]
Alchemy Webgun .75 3 3 1 7 T 1 10 Cr 160 ••
L-K netgun s5-ST .75 3 3 1 5 T n/a 15 Cr 170 ••
Orgotek Spinneret .75 3 4 1 10 T 1 15 Cr 170 ••
Grenades
   Concussion 30 mm 6 4 (B) 1 1 P n/a (n0) Cr 40
   Flash/Bang 30 mm 6 4 (B) 1 1 P n/a (n1) Cr 35
   Flash 30 mm 6 5 1 1 P n/a (n2) Cr 25
   Fragmentation 30 mm 6 8 1 1 P n/a (n3) Cr 60 ••
   Smoke/Gas 30 mm 6 Spec. 1 1 P n/a (n4) Cr 50
   Incendiary 30 mm 6 5 fire 1 1 P n/a (n5) Cr 70 ••
   Plasma 30 mm 6 7 fire 1 1 P n/a (n6) Cr 100 •••
   White Phosphorus 30 mm 6 12 fire 1 1 P n/a (n7) Cr 90 ••
M-79 Grenade Launcher (shotgun) 30 mm 6 Grenade 1 1 J n/a 400 Cr 200 ••
M-19 Grenade Launcher (under) 30 mm 6 Grenade 1 1 J n/a 600 Cr 175 ••
Two-Hand Weapons
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Hand Propelled
Staff, Sling 20 mm 6 Strength+2 (B) 1 1 T n/a 12 Cr 25
Bows
Compound Long Bow 250 mm 8 3 (-1/5m) 1 1 N n/a 180 Cr 150 ••
Crossbow † 250 mm 8 3 (-1/10y over 100) 1 1 T n/a 100 Cr 160 ••
Long Bow (Str 3+) 250 mm 8 3 (-1/5m) 1 1 N n/a 90 Cr 160 ••
Short Bow (Str 2+) 250 mm 8 2 (-1/5m) 1 1 T n/a 60 Cr 120 ••
   Bird Arrow (Bashing) 250 mm +1 to hit -4 Damage 1 1 T n/a -- 5
   Broadhead Arrow 250 mm -1 to hit +1 Damage 1 1 T n/a -- 5
   Fishing Arrow 250 mm -2 to hit -5 Damage 1 1 T n/a -- 5
   Target Arrow    250 mm +1 to hit -1 Damage 1 1 T n/a -- 5
Heavy Submachine Guns
Uzi* 9 mm 6 2 3 25/40 T n/a 50 Cr 400 •••
Heckler & Koch MP-5/10* 10 mm 6 3 3 30 T n/a 45 Cr 350 •••
Heckler & Koch MP-5/40* 10 mm 7 3 3 30 T n/a 40 Cr 350 •••
Heckler & Koch MP-53* 5.56 7 7 3 25 T n/a 60 Cr 365 •••
Thompson M1928* .45 ACP 6 3 3 20/100 T n/a 50 Cr 125 ••
Rifles
AI PM 7.62 7 8 1 10 N n/a 300 Cr 190 ••
Calico M-105 .22 7 4 1 100 N n/a 200 Cr 195 ••
Colt Spoter Delta 5.56mm 7 7 1 20 N n/a 200 Cr 190 ••
Galil Sniper Rifle 7.62 mm 7 7 1 25 N n/a 300 Cr 240 •••
H&H African .45 M 7 7 1 2 N n/a 200 Cr 230 •••
H&H .60 Nitro .60 8 9 1 2 N n/a 275 Cr 245 •••
L1A1 (FN-LAR) 7.62 7 8 1 2 N n/a 275 Cr 240 •••
McMillan M-87 .50 7 6 1 5 N n/a 300 Cr 230 •••
Remington M700 .30-06 8 6 1 5 N n/a 300 Cr 230 •••
Remington M740 .223 8 5 2 5 N n/a 275 Cr 225 •••
Ruger 10/22 .22 LR 8 2 4 10/50 N n/a 100 Cr 260 •••
Steyr AMR 15 mm 8 10 1 8 N n/a 550 Cr 295 •••
Strey AUG* 5.56 mm 8 7 3 42 N n/a 150 Cr 280 •••
Strey SSG-69 7.62 mm 7 7 1 10 N n/a 200 Cr 285 •••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
SVD Dragunov 7.62 mm 10 7 1 70 N n/a 650 Cr 260 •••
Walther WA-2000 Sniper 7.62 mm 7 7 1 6 N n/a 650 Cr 270 •••
Weatherby Mark V .460 M 8 9 1 3 N n/a 300 Cr 285 •••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Assault Rifles
AIWS* 5 mm 6 7 3 60 T n/a 200 Cr 400 •••
AK-47 7.62 mm 7 8 3 30 N n/a 150 Cr 350 •••
AK-74* 5.45 mm 7 5 3 30 N n/a 200 Cr 340 •••
AKM* 7.62 7 8 3 30 N n/a 200 Cr 360 •••
AUG Carbine* 5.56 7 7 3 30 T n/a 150 Cr 365 •••
Colt M16* .223 7 5 3 20/30 N n/a 150 Cr 255 •••
Colt M16A1* 5.56 mm 7 7 3 20/30 N n/a 150 Cr 260 •••
Colt M16A2* 5.56 mm 7 7 3 20/30 N n/a 200 Cr 270 •••
Colt M177* 5.56 mm 7 7 3 30 N n/a 65 Cr 280 •••
Famas* .223 7 5 3 25 T n/a 200 Cr 300 •••
Heckler & Koch G3 SG/1* 7.92 7 8 3 20 N n/a 300 Cr 285 •••
Heckler & Koch G11* 4.7 mm 6 6 2 50 T n/a 300 Cr 280 •••
Heckler & Koch G44* 5.56 7 7 3 30 N n/a 200 Cr 295 •••
L85A1* 5.56 mm 7 7 3 30 N n/a 150 Cr 280 •••
SA-80* .223 7 5 3 20 N n/a 200 Cr 280 •••
LA-85 (SA-80)* 5.56 7 7 3 30 T n/a 200 Cr 285 •••
L-86 (SA 80)* 5.56 7 7 3 30 N n/a 250 Cr 290 •••
M1 Carbine* .30 7 6 3 15 N n/a 100 Cr 250 •••
M2 Carbine* .30 7 6 3 30 N n/a 100 Cr 260 •••
M81A1* .30 7 6 2 11 N n/a 500 Cr 270 •••
Minimi (SAW)* 5.56 mm 7 7 3 100 N n/a 225 Cr 270 •••
Minimi Para* 5.56 mm 7 7 3 100 N n/a 175 Cr 275 •••
Mini-14* .223 7 5 3 30 N n/a 200 Cr 285 •••
Steyr AUG* .223 7 5 3 30/42 T n/a 200 Cr 290 •••
Steyr AUG* 5.56 mm 8 7 3 42 N n/a 150 Cr 300 •••
SigSauer 540* 5.56 mm 7 7 3 30 N n/a 200 Cr 345 •••
SigSauer 550* 5.56 mm 7 7 3 30 N n/a 200 Cr 360 •••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Steyr AUG* .223 7 5 3 30/42 T n/a 200 Cr 350 •••
Automatic Carbine
Banji 7.62 Tornado* 7.62 mm 6 7 2 40 T n/a 50 Cr 500 •••
L-K MAC 803* 7.62 mm 6 7 40 40 T n/a 300 Cr 525 •••
Laser Carbine
Alchemy 2118-D Biocarbine* -- 6 8 15 40 T 2 510 Cr 530 •••
L-K Vindicator II* -- 6 8 20 40 T n/a 550 Cr 540 •••
Orgotek Hornet VI* -- 5 8 20 45 T 2 570 Cr 550 •••
Voss 63K8 -- 5 7 25 50 T n/a 600 Cr 560 •••
Sprayer (sprays a sticky fluid that is absorbed by the body of the subject with various chemicals to disable) (America Offline)
L-K Sprayer 10 mm 6 7‡ 1 25 N n/a 10 Cr 370 ••••
Battle Rifles
AK-47* 7.62x39 mm 7 6 10 30 N n/a 250 Cr 150 ••
Berata Light Fifty* .50 8 9 1 6 N n/a 1,800 Cr 250 •••
Bren L2A4* 7.62 6 8 3 30 N n/a 350 Cr 210 •••
Browning BAR* .30-06 8 6 3 4 N n/a 350 Cr 260 •••
Fn FAL* 7.62 mm 7 6 10 20 N n/a 275 Cr 250 •••
Heckler & Koch 21* 7.62 mm 6 8 15 50 N n/a 350 Cr 300 •••
Heckler & Koch 23* 5.56 mm 6 7 10 50 N n/a 300 Cr 325 •••
Heckler & Koch G3* 7.62 mm 7 6 10 20 N n/a 300 Cr 240 •••
M-14* 7.62 mm 7 6 10 20 N n/a 275 Cr 285 •••
Voss 93T High Threat Combat Rifle (Stellar Frontiers) Screamer; lethal or bashing 6 8 1 40 N n/a 70 Cr 60,000 ••••• •
Coilgun 6 10 60 100 N n/a 600 Cr 70,000 ••••• •
Plasma Gun 6 10 1 8 N n/a 35 Cr 75,000 ••••• •
Flechette Weapons
Orgoteck Scorpion Autocarbine 0.1 mm 5 5/7/9 5/7/9 90 T 2 75 Cr 500 •••
Stavros 15 nps (Luna Rising) 0.1 mm 6 2/4/6 5/10/15 50 J n/a 24 Cr 550
Stavros 25 nps (Luna Rising) 0.1 mm 6 4/6/8 10/15/25 85 J n/a 32 Cr 575 ••
Sonic Weapons
Aris Super Sonic Carbine -- 5 8 can be B 5 30 T n/a 75 Cr 400 •••
Web Emitter
L-K netlauncher s9-MT .75 2 5 1 9 N n/a 30 Cr 450 •••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Pump-Action Shotguns
AAI CAWS Flechette 12 gauge 6 6 3 6 T n/a 21 Cr 160 ••
Banji Thunder 12 gauge 5 6 2 15 T n/a 30 Cr 175 ••
Ithaca M37 (Stakeout) 12 gauge 5 6 1 5 T n/a 15 Cr 170 ••
Ithaca MAG 10 12 gauge 7 10 2 2 T n/a 10 Cr 180 ••
Jackhammer 12 gauge 7 8 2 10 T n/a 20 Cr 170 ••
Mossberg M500 12 gauge 6 8 1 5 T n/a 20 Cr 170 ••
Remington 870 12 gauge 5 6 1 8 N n/a 20 Cr 175 ••
Remingon 1100 12 gauge 6 8 1 8 T n/a 20 Cr 185 ••
Stavros .00 Shotgun 8.4 mm 5 5 2 12 T n/a 30 Cr 190 ••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Mossberg M500 12 gague 5 6 1 5 N n/a 20 Cr 180 ••
Stavros .00 Shotgun 8.4 mm 5 5 2 12 T n/a 30 Cr 175 ••
Automatic Shotguns
Benelli m-3 Super 90 * 12 gauge 6 6 3 7 T n/a 20 Cr 250 •••
Fianchi Law-12 * 12 gauge 6 6 3 8 T n/a 21 Cr 260 •••
Heckler & Koch CAWS* 12 gague 7 8 3 10 T n/a 25 Cr 280 •••
L-K Protector Auto* 12 gauge 6 5 10 20 T n/a 30 Cr 290 •••
Remington 1100 * 12 gauge 6 6 3 8 N n/a 20 Cr 300 •••
SPAS 12 12 gauge 6 6 3 8 N n/a 20 Cr 295 •••
SPAS 15* 12 gauge 6 8 3 6 N n/a 20 Cr 300 •••
USAS 12* 12 gauge 7 6 6 10/20 N n/a 20 Cr 310 •••
Machine Guns
AUG LMG* 5.56 7 7 3 42 N n/a 220 Cr 190 ••
Autocannon 30 mm 7 10 42 100 N n/a 1,200 Cr 5,000 ••••
Light Machine Gun* .30 6 6 5 100 N n/a 800 Cr 800 •••
L7A2 (FN-MAG)* 7.62 mm 6 8 15 100 N n/a 325 Cr 870 •••
M60 Machine Gun* 7.62 mm 7 7 5 100 N n/a 400 Cr 1,000 •••
M2 Heavy Machine Gun* .50 7 8 5 200 N n/a 1,000 Cr 1,050 ••
M214 Minigun8 5.56 6 7 25 1,000 N n/a 250 Cr 4,000 ••••
PK* 7.62 6 8 15 50 N n/a 350 Cr 1,000 •••
PRK* 7.62 MM 6 8 10 40 N n/a 200 Cr 1,050 •••
RPK 75* 7.62 MM 6 7 10 40 N n/a 225 Cr 1,075 •••
Explosives
Black Powder 1 lbs 6 1 1 1 J n/a 10 Cr 5
Blasting Powder 1 lbs 6 3 1 1 J n/a 10 Cr 50
Dynamite 1 lbs 6 3 1 1 J n/a 10 Cr 75 ••
Molotov Cocktail 1 lbs 6 2 fire 1 1 J n/a 10 Cr 5
Napalm 1 lbs 6 6 fire 1 1 J n/a 10 Cr 100 ••
Nitrocellulose (Gun Cotton) 1 lbs 6 3 1 1 J n/a 10 Cr 85 ••
Nitroglycerine 1 lbs 6 3 1 1 J n/a 10 Cr 80 ••
Plastique (C-4) 1 lbs 6 10 1 1 J n/a 10 Cr 100 ••
Primacord 1 lbs 6 4 1 1 J n/a 10 Cr 75 ••
Name Calibur Difficulty Damage Rate Capacity Conceal Format Range Cost
Heavy Weapons
Cannon, Big 120 mm 7 20 1 1 N n/a 2,000 Cr 7,000 •••••
Cannon, Large 105 mm 7 12 1 1 N n/a 1,200 Cr 6,000 •••••
Cannon, Small 30 mm 7 8 1 1 N n/a 1,200 Cr 5,000 •••••
Flame Thrower   20 mm 7 8 fire 1 10 N n/a 25 Cr 1,000 ••••
Howitzer, Small 105 mm 7 20 1 1 N n/a 1,200 Cr 6,000 •••••
Howitzer, Medium 120 mm 7 30 1 1 N n/a 2,000 Cr 7,000 ••••
Howitzer 122 mm 10 30 1 1 N n/a 16,100 Cr 8,000 •••••
LAW 75 mm 7 6 1 1 T n/a 200 Cr 150 ••
L-K Big Boy r-5 Heavy Coilgun* 1 mm 6 12 60 80 N n/a 800 Cr 60,000 ••••• •
L-K Junior r-3 Light Coilgun* 1 mm 6 9 50 60 N n/a 600 Cr 5,500 •••• •
L-K Killjoy Missile Launcher 20 mm 6 12 1 4 N n/a 5,000 Cr 8,000 ••••• •
Mortar, Large (8) 80 mm 9 24 1 1 N n/a 600-3218 Cr 400 •••
Mortar, Small (8) 50 mm 8 24 1 1 N n/a 1320 Cr 220 •••
Recoiless Rifle 57 mm 7 9 1 1 N n/a 500 Cr 500 •••
Rocket Launcher 2.75" 8 15 1-50 1-50 N n/a 3218 Cr 720 •••
RPG-16 58.3 mm 6 13 1 1 N n/a 300 Cr 120 ••
Stinger Missile 300 mm 7 7 1 1 N n/a 4,000 Cr 875 •••
TOW 400 mm 6 10 1 1 N n/a 2,500 Cr 1,000 •••
Voss 88T Plasma Gun 5 mm 4 9 15 20 N n/a 30 Cr 80,000 •••• •
NOTES:

* = the gun is capable of a three-round burst
† = Crossbows; a Cranequin Style requires a minimum Strength rating of 2, and takes 1 minute to cock.
   A Goat's Foot or Folding requires a minimum Strength rating of 3, taking 15 seconds to cock.
   A standard crossbow requires a minimum Strength rating of 4, taking 10 seconds to cock.
Crossbows and Normal Bows require arrows, target, broadhead etc. The stats assume an arrow or bolt with a small blade, similar to what the Native Americans used.
Difficulty = the Difficulty number to hit
Damage = the base damage done on a successful hit, all damage is lethal damage except for normal sonic weapons which do bashing damage, black market sonic guns use the same stats but they do lethal damage.
(B) = does Bashing Damage
Web guns don't do damage instead each dot of damage is subtracted from the target's Dexterity and Movement
Rate = The maximum number of bullets a gun can fire in a turn.
Capacity = The number of bullets the gun can hold.
Conceal = P is Pocket, J is Jacket, T is Trench Coat and N is Not Concealable.
†A V-Gun bypasses armor and soak giving the target +2 difficulty to all actions for one turn per success rolled on the damage effect. Psions also suffer +1 Difficulty to all Psi rolls for the same duration. Opague physical barriers block the effects of a flash gun.
‡ Sprayers inflict the subject with a variety of chemical agents:
Histamine: becomes red, flushed and itchy; all Dexterity, Perception and Appearance related rolls function at +1 Difficulty.
Neurotransmitter Blocker: The subject's nervous system becomes unreliable putting all Mental related rolls at +1 Difficulty.
Neurotransmitter Trigger: The subject's nerves fire rapidly causing euphoria and confusion putting Perception, Dexterity and Manipulation related rolls at +1 Difficulty.
Porphyrin Blocker: Binds with hemoglobin blocking oxygen putting all Strength and Stamina related rolls at +1 Difficulty.
Flechette weapons have a variable rate of fire which determines the damage they do. Mercy Guns are special flechette weapons that have darts composed of sleeping poison. In addition to the damage they do roll 1d10 per point of damage as a Sleeping Poison vs. the target's Stamina + Resistance if that roll is beat the target falls asleep for 10 minutes per success missed.
Formated = Hard Tech (n/a) or Biotech, only biotech weapons (#, where the number = the weapon's tolerance) can be formatted. Once formatted a weapon gains 2d10 to hit and 1d10 to damage, but only when used by that individual for which the gun was formatted.
Range = range in meters, this can be doubled, but anything above what is listed is considered a long-range shot.
Grenade Notes: grenade = range in meters/Strength each failure moves the grenade 1 yard from the target in a random direction. To actually hit a target with a grenade roll Dexterity + Thowing, with your Strength as the Difficulty modifier and the number of dice in your dice pool.
[Grenade Launcher 250 meters range, launchers cost (2) and can be mounted to a two-hand weapon, firing 1 shot at a time.]
  (n0) = Concussion grenades, reduce the damage for each meter.
  (n1) = Flash/Bang grenades are a combination of a Concussion and Flash Grenade, over a 8 meter radius. The Bashing damage caused by this grenade is healed in 15 minutes.
  (n2) = inflicts blindness over 1 meter radius for 1 turn for each success rolled (also disrupts IR and UV).
  (n3) = inflicts blindness over 1 meter radius for 1 turn (also disrupts IR and UV) damage is reduced by one die for each meter away from the blast point (roll separately for each target).
  (n4) = 5 turn duration with a 1 meter radius area of effect. Poison gas does 6 dice of Lethal damage, Sleep gas calls for a resisted action vs. 6 dice against the target's Stamana + Resistance, if this roll fails the target falls unconscious for 15 minutes. Smoke applies a +2 difficulty to all Perception and targeting rolls due to obscurement. Firing lasers through smoke reduces the damage by 1 die per meter of smoke and a -2 Accuracy for at least two turns. See medications, Gas Toxins for additional grenade loads that can be used in a grenade.
  (n5) = Incendiary grenades does 5 dice of fire damage in a 2 meter radius for 3 consecutive turns.
  (n6) = Plasma grenades do 7 dice of fire damage in a 3 meter radius for 5 consecutive turns.
  (n7) = White Phosphorus; does damage 12 damage die over 1/2 meter, reduce the damage dice pool to 6 for meter away from the grenade and at a radius of 2 meters or less it does one die of damage.
(8) Mortar rounds cost twice the cost for a greade with small mortars three times the cost with the large mortars.
A Large Mortar has a minimum range of 600 meters.
Gun Accessories (can be used on a crossbow or blowgun, but not other Hand Propelled weapons)
(can be used on a crossbow, but not a long or short bow or grenades)
Assault Rifles, Battle Rifles and all Carbines have a bayonet stud, attaching a bayonet takes 1 turn and increases the Conceal to the next rating (J become T and T becomes N). A rifle or carbine with a bayonet is considered a Spear.
Bipod/Tripod: Depending on the weight an assault, battle or normal rifle can be equipped with a mount to stabilize the weapon adding +2 dice for the purposes of aiming.
Flash Suppressor: a standard with assault and battle rifles it hides the muzzle flash.
Laser Sight: a small device that projects a beam, that can be seen for 50 meters, it adds -1 to the Difficulty to hit.
Silencer (Suppressor): Suppresses the sound of the bullet increasing the difficulty roll to hear the shot by 4, however it also decreases the damage by 1 die. It increases the Conceal rating to the next higher level. For example a Walther PPK can be hidden in a Pocket, but not if it is silenced, it must then be hidden in a Jacket.
Visual Scope: Can't be used at ranges of 30 meters or less, it adds +2 dice for the purpose of aiming.
Special Ammunition (Ammunition comes in the standard calibers. Lasers, sonic weapons and tasers don't use ammunition. Special ammo is not made for other Hand Propelled Weapons, because it won't have the acceleration needed to activate.
Flechette weapons use two types of ammunition; standard steel and mercy. A mercy flechette is a sharpened sliver that does 1 less die of damage and dissolves in the bloodstream as a sleeping drug. Each mercy flechette applies a -1 to the target's Stamina, which can be resisted with a Willpower roll, Difficulty 8. Enough mercy flechettes and a target will eventually fail their willpower roll enough times to losse all their stamina and fall asleep. Mercy flechettes are used by law enforcement agencies to "safely" take down suspects. They still do lethal damage though, like any ammunition.

It is possible to make a perfectly balanced weapon, or a weapon designed for your use--a masterwork weapon if you will. Such a weapon adds a cost of •• Cr 100+ to the price of the weapon. It gives the proper user a +1 Accuracy modifier. You cannot use someone else's masterwork weapon, they are balanced for the individual, however a captured weapon can be re-balanced with an armorer for a cost of • Cr 50.

Special Ammunition (Made for projectile weapons only.)
Ammunition Type Modifier Effect Cost
Armor Piercing (AP) -1 Damage Reduces body armor by half
AP Explosive +0 Damage Reduces body armor by half ••
AP Incendiary +0 Damage Reduces body armor by half ••
Depleted Uranium +2 Damage 1.25 range ••
Dum Dum +2 Damage Also known as Hollow Point
Duplex -2 Damage 2 Shots are rolled for
Equalloy +2 Damage Coated in Nylon
Explosive +2 Damage Explodes in the wound ••
Fiberglass/ Plastic +0 Damage Difficult to locate in the body
Flechette +2 Damage 1.5 range, halves body armor ••
Glaser +2 Damage Shotgun like warhead
Gyrojet +0 Damage +1 R.O.F., 1.5 range needs custom weapon
Hollow Point +2 Damage Also know as Dum Dum
Improved Glaser +3 Damage Shotgun like warhead
Incendiary/Tracer -1 Difficulty Ignites in air +1 to aim
Olaminium +2 Damage Heavier Ammo, works over 1.5 the range ••
Poison +0 Damage May poison the victim •••
Reversed Ogive +2 Damage Reduce body armor by half ••
Rubber Shot +0 Damage Damage becomes bashing/stun
Semi-AP -1 Damage Reduces body armor by half
Smart +0 Damage +1 Aim •••
Spartan +2 Damage Uses lead dust, similar to Glaser
Thunderzap +3 Damage Plastic Bullet
Tracer/ Incendiary -1 Difficulty Ignites in air +1 to aim
Tumbler +2 Damage Tumbles more, inflicting more damage
NOTE:
Special ammunition with a Cost of 2 or 3 is typically more expensive and can only be obtained by police departments or the military. Most ammunition is caseless nowadays, or uses a discarding sabot, neither one does extra damage. Ammo is sold in boxes of 100.
If you think this isn't a long enough list of weapons you can find more at the Netbook of Modern Firearms and the White Wolf Wiki. Prices will not be the same and will probably be more expensive than a comparable weapon listed on this chart since those extra weapons will become special weapons. There are only extra gun powder weapons, not laser, gryoject, flechette, webguns etc.
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