Weapons





Custom Katana: Real katana have become a rareity on the streets of 2059. In fact only a hand full of old world Murimasa (sword-makers) still exist in Japan and they are virtually extinct in other parts of the world. Quality hand-made katana like these are literally worth thier weight in gold. They are also availabile in various sizes such as the Nodachi great sword (for taller metahumans) or Wakazashi short sword (for shorter metahumans).
  • Custom Katana hold a much finer edge than standard katana and are far less likely to break. Treat these weapons as Dikoted (see Shadowtech for for more information on the Dikote process).
Name

Type

Conceal

Weight

Damage

Cost

Avail

SI
Katana

LB

3

1

(STR+3)S

60,000+ �

16/300 days

3




Armtech "RedMist" Monofiliment Gauntlet: The "RedMist" is a devistating weapon used by military forces world wide to defeat heavily armored opponents in melee combat. The weapon consists of a long, hollow, retractible spike (similar to the Forearm Snap Blade featured in the Street Samurai Catilouge) that has been treated with Dikote�. The spike is used to punch trough an opponents armor. Upon penitration, meter long strands of monofiliment are instantaniously unfurled and retracted by a spring powered reel mechanism, slicing the target to shreds from the inside!
  • In order to make a succesful attack, the character must puncture his opponents armor. Calculate the attacker's target number as per standard melee combat rules. If the attacker rolls a number of net success equal to or greater than one half the target's impact armor rateing (plus any impact armor from ortho skin or dermal sheathing) the target must resist 10D damage with his natural body (dermal plating and sheathing apply).
  • Note that if the attacker misses or if the target blocks or dodges, the monofiliment mechinism will not fire, therefore the rules reguarding standard monofiliment weapons do not apply.
  • If the monofiliment mechanism is not employed, use the first DC when calculating damage.
Name

Type

Conceal

Weight

Damage

Cost

Avail

SI
RedMist

SP

6

1

(STR+1)M/10D

800 �

10/12 days

1.5




Eagle Arms Mountain Eagle 2060: The Mountain Eagle 2060 is an amazing new addition to the light pistol market. Constructed entirely from composits and various light weight ceramics, the Mountain Eagle is designed to weather even the most harsh conditions. It is completely water proof, and weighs less than almost every other weapon in its class. The Mountain Eagle 2060 is truely a must have for the serious survivalist, where ever he may be!
  • The Mountain Eagle 2060 comes standard with Integral Laser Sight and 1 point of reciol reduction.
  • The Mountain Eagle 2060 is made up entirely of ceramics and light weight composits. Use the second concealability rating against metal or magnetic anomily detectors. All other weapon detection systems use the first concealability rateing.
  • The Mountain Eagle 2060 is totally weather proof and can fire in just about any conditions (rain, snow, sand, etc).
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
Mnt Eagle 2060

LP

6/8

.75

SA

6L

14 c

600 �

8/10 days

1.5




Asai Industries H-12: Who says LoneStar should have all the cool toys? The new Asai H-12 has everything it takes to give the Rugar Thunderbolt a run for it's money, and its availible to the public! Asai Industies, a small japanese weapon design company, has been making waves in the firearms industry for years now, and the H-12 is just the latest addition to thier line of amazing personal hand guns. The compact Asai H-12 is burst capible and it's superior design all but negates any recoil. Unfortunately, supplys are limited and demand is high, so get yours ASAP!
  • The Asai H-12 comes standard with Integral SmartGun II and two points of recoil reduction.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
Asai H-12

HP

4

1

SA/BF

9M

12 c

1300 �

10/20 days

2




H&K MP-5GW: New from H&K! The long awaited revision of thier most popular submachine gun ever! The MP-5GW features a new high-speed cycling system that will put the compitition to shame (Ares SuperMach beware!). The weapon also incorperates an integral MGL-6 grenade launcher, just the thing for those sticky situations where autofire doesn't quite cut it. The new H&K MP-5GW is already in use by most special forces units world wide. Why not get one for your very own?
  • The MP-5GW comes standard with integral Smartgun II, Folding Stock, Gas Vent II Recoil Reduction, and an Integral MGL-6 Grenade Launcher.
  • The MP-5GW is a mach fed weapon, capible of fireing 6 round bursts (11D) and 15 rounds (20D) in full auto mode.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
MP-5GW

SMG

3

4.5

SA/BF/FA

5M

30 c

1,350 �

10/15 days

2




Magnus Arms HAR-10 "Panzernacker": The HAR-10 Panzernacker represents a great inovation in the field of medium suport weapons. Designed to fill a sparce market, the HAR-10 uses a high-velocity cycling mechinism similar to Ares' HV-AR. The HAR-10 however still chambers assault rifle rounds (as opposed to light pistol ammo like the HV-AR), making it a devistating weapon. The Panzernacker also features an integral MGL-6 grenade launcher, for extra fire power when things get really interesting. If you're looking for a heavy assult rifle that packs a little more punch, the HAR-10 Panzernacker is the rifle for you!
  • The HAR-10 comes standard with Stock, Smartgun II, Gas Vent III, and an Integral MGL-6 Grenade Launcher.
  • The HAR-10 is a mach fed weapon, capible of fireing 6 round bursts (13D) and 15 rounds (22D) in full auto mode.
  • Double all uncompensated recoil for this weapon.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
HAR-10

AR

2

7.25

SA/BF/FA

7M

42 c

2,800 �

12/15 days

2




Ares P-32a Pulse Rifle: The new P-32a is the future of firearms. This break though in weapon technology incorperates a new ultra high-speed cycling mechanism and Ares' patented "Pulse" technology. Using a special voltage ignited propelant, the P-32a eliminates the need for a conventional "pin and hammer" firing mechinism. Instead, powerful batteries housed in the rifle's stock are used to "pulse" a high voltage current though each round as it enters the chamber. Esentially the only thing that limits the weapons rate of fire is how fast ammunition can be cycled! The P-32a is the weapon of tomorrow, available today!
  • The P-32a comes standard with Integral SmartGun II, Stock and GasVent III recoil reduction.
  • The P-32a fires 10 round bursts (16D) and can fire 20 rounds (26D) in full auto mode.
  • Half all recoil modifyers for this weapon.
  • This weapon requires special ammo. A box of 40 rounds costs 300� (Availability: 6/6 days, Street Index: 1.5).
  • The P-32a's batterie must be recharged ever 120 rounds (three clips).
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
P-32a

AR

3

4

BF/FA

6M

40 c

3,300 �

14/18 days

3




LoneStar S-14 "RiotStopper": Developed by LoneStar's rising weapons devision, the S-14 RiotStopper is a briliant new addition to the shotgun scene. The S-14 is designed for non-lethal control of criminal suspects, but can be quickly reloaded for those situations in which more force is desired. Standard issue S-14s are usually loaded with Gas Rounds and the weapon features an under-barrel MGL-6 Grenade Launcher, specially designed to fire Shock Grenades. The S-14 RiotStopper: criminal scum beware!!
  • The S-14 comes standard with Integral Laser Sight, Folding Stock, IBS Safty, Integral MGL-6 Grenade Launcher and Range Finder Grenade Link.
  • The S-14 is usually loaded with Gas Rounds and Shock Grenades. When using standard ammunition, the weapons damage code is 10S.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
S-14

SG

2/4

4

SA

*/*

12 c

1,200 �

14/16 days

2




Ares "Summoner" AutoShotgun: If you've ever wished for a more compact combat shotgun, than the new Ares Summoner if the gun for you! Featureing a combat style pistol grip and side by side actions, the Summoner can fire in single action mode or the devistating, six-round burst fire mode! If you think you're up to the challenge, get a Summoner. The weak need not apply.
  • The Summoner comes standard with Integral SmartGun II, Drum Feed, and GasVent III recoil compensation.
  • The Summoner is a mach feed weapon, capible of fireing 6 round bursts (16D).
  • Double all uncompensated recoil for this weapon (GM is strongly encouraged to use the Strength Against Recoil optional rule from Feilds of Fire when dealing with this weapon).
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
Summoner

SG

2

6

S/BF

10S

30 drum

2,050 �

12/14 days

2




Magnus Arms "WetWork": Weather your with the Family or working free lance, this is the rifle to have! The new Magnus WetWork is entirely composed of ceramics and composits making it highly concealible and extreamly light weight. In addition the WetWork can be completely disassembled for additional concealibility, and can fire three round bursts (for those particularly well armored targets). The WetWork is the professional assassin's weapon of choice. Order yours today.
  • The WetWork comes standard with Mag 3 Low-Light Scope, Stock, 2 points of recoil compensation, Integral Sound Suppressor, and Metal Carrying Case.
  • The WetWork is made entirely of ceramics and light weight composits. Use the second concealability rating against metal or magnetic anomily detectors. All other weapon detection systems use the first concealability rateing.
  • The WetWork can be completely broken down for added concealability. Assembly and Disassembly takes two full complex actions. When disassembled and placed in it's Carrying Case, the WetWork has an effective concealability of 10.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
WetWork

SN

2/6

7

SA/BF

12S

14 c

5,200 �

18/30 days

2.5




Magnus Arms "DarkProphet": The Magnus "DarkProphet" was designed to be the perfect anti-personel weapon! Manufactured by Magnus for the U.C.A.S. military, the DarkProphet is a highly versitlile armament, just the thing for the heavy weapons specialist in a small tactical unit. The DarkProphet encorperates an easy to handle light machine gun and an under-barrel flame thrower, which uses Magnus' new DarkFire� solid fuel in easy reload canisters! When you need to turn up the heat, the Magnus DarkProphet is just what you need!
  • The DarkProphet comes standard with Stock, Gas Vent III and SmartGun II.
  • The DarkProphet requires special ammunition. A canister of solid fuel costs 200� (Availability: 10/15 days, Street Index: 2).
  • The DarkProphet can fire short concentrated bursts (SS) of solid fuel or a sustained stream (FA).
  • The DarkProphet produces Elemental Fire Effects, similar to any fire-based magical spell.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
DarkProphet

FT

--

10

SS/FA

12S/18D

12

4,500 �

16/25 days

2.5

--

LMG

--

--

BF/FA

7S

50 c or belt

--

--

--




Magnus Arms G-42 Gauss Rifle: Another inovation by the Magnus Team, the new G-42 Gauss Rifle is a master peice of military technology! The G-42 uses ultra high-powered magnets to accelerate a light weight ferrous projectile to unbeliveable speed. Despite it's small mass, the increadible velocity acheived by the projectile produces a huge amount of kenetic energy and devistating effects. The weapon also features Magnus' cutting-edge DNI trigger system, which effectively eliminates the tiniest bit of inaccuracy caused by pulling a trigger. With the new G-42, your targets will never know what hit 'em!
  • The G-42 comes standard with Mag 3 Scope, Stock, and D.N.I. Trigger System (Standard trigger systems are availible for non-augmented users).
  • The G-42 is completely scilent and produces no recoil.
  • The G-42 requires special ammunition. A box of 40 rounds costs 500� (Availability: 10/12 days, Street Index: 3).
  • The G-42's battery pack must be recharged every 30 shots
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
G-42

SN

2

5.25

SA

15S

12 c

8,200 �

18/40 days

4




Magnus Arms "HellFire" Plasma Carbine: Your enemies will live in fear of this devistating new weapon. The HellFire Plasma Carbine fires Magnus' new 30mm Plasma� Grenades, brutal little devices implimenting DarkFire� solid fuel and a white phosphorous coated caseing. As the grenade leaves the weapons muzzel, contact with air ignites the WP on the grenade's surface. As the grenade nears it's target, it detonates, spraying it's charge of solid fuel which inturn is ignited by the flying bits of WP coated caseing. Needless to say, a burst of these tiny incindiary bombs will take out even the most well armored targets. The HellFire Plasma Carbine is sure to heat things up!
  • The HellFire comes standard with Stock, GasVent III Recoil Compensation, Integral SmartGun II, and Range Finder Grenade Link.
  • Double all uncompensated recoil for this weapon.
  • The HellFire produces Elemental Fire Effects similar to any fire-based magical spell.
  • The HellFire requires special ammunition. A box of 20 rounds costs 1000� (Availability: 10/20 days, Street Index: 2).
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
HellFire

GL

2

7

BF

16D (+6M/turn)

18 c

4,500 �

18/30 days

2.5




Magnus Arms "Meanad" AutoGrenade Launcher: This shoulder mounted monster is a heavy weapon specialist's dream! The Meanad combines the brutal power of an auto-fire grenade launcer with the suppression capibilities of a medium machine gun. A favorite among Imperial Japanese ground troops, this battle tested beauty has on many occasions allowed a single man to hold stratigic positions against whole units of enemy troops. The Meanad is sure to revolutionize the battle feilds of tomorrow, so get yours today!
  • The Maenad comes standard with Integral SmartGun II, GasVent III, and Range Finder Grenade Link.
  • The Meanad fires three mini grenades per burst. Calculate the Damage Code per standard Burst Fire Rules, but add +2 per round, instead of +1 (ie: a three round burst of 15S grenades would do 21D). To determine the area of the attack's blast, use the standard blast reduction rateing, but use the base damage code of the burst when reducing the blasts power.
  • Double all uncompensated recoil when useing the Auto Grenade Launcher.
Name

Type

Conceal

Weight

Mode

DC

Ammo

Cost

Avail

SI
Meanad

GL

--

12

BF

*

20 drum

9,000 �

20/50 days

4

--

MMG

--

--

BF/FA

10S

50 c or belt

--

--

--




Gas Rounds: Designed for LoneStar's S-14 RiotStopper, Gas Rounds are the pintical of non-lethal weapon technology. Each shell contains a charge of compressed gas and a specially designed range-finder micro chip. When the round comes with in a set distance of the target, the gas is discharged in a vectored plume right into the targets face! Criminals beware!
  • Standard GasRounds are loaded with an aerosol form of Gamma-Scopelamine (10D stun). See the Corporate Security Hand book for other effects of the drug.
  • Players may buy a small kit which allows them to load any drug they desire into GasRounds. The Kit costs 350� (Availability: 10/15 days, Street Index: 1.5). Empty GasRounds cost the same as the standard Gamma-Scope loaded shells.
  • Note that spent GasRounds can not be reloaded using the Kit.
Name

Type

Damage

Cost

Avail

SI
Gas Rounds

SG

**

300 �

10/12 days

1.5




Monofiliment Rounds: Monofiliment Rounds are a nasty little addition to any shotgun. The shell contains two large weighted lead masses conected with a reenforced strand of monowire. After exiting the weapons muzzel this "monofiliment bolo" cuts through the air shredding anything it's path. They've been known to remove limbs (and heads) on multiple occasions....
  • Monofiliment Rounds are highly affective against unarmored targets, but easily stoped by even light armor. The damage code listed below is used for unarmored targets. Reduce the power of the attack by three and lower the damage level by one when this ammunition is used against armored targets. Note that the power of the attack is reduced by the impact rateing of the target in this case.
  • If a target takes Deadly damage from a Monofiliment Rounds that character looses a limb. The gamemaster should determine which limb (head included) at random, unless the attacker made a called shot.
Name

Type

Damage

Cost

Avail

SI
Monofiliment Rounds

SG

10D

400 �

12/16 days

2




Hi-Exposive Armor-Peircing Depleated Uranium Core Rounds: HEAPDUC rounds were originally designed for anti vehical purposes, but due to thier incredible efficiency and high demand, they are now availible for personal assault weapons as well. HEAPDUC rounds combine the brutal power of a high density explosive round and the penitration power of a solid armor peircing round. The result is a heavy bullet that will punch through almost anything.
  • HEAPDUC ammo adds one to the damage level of the weapon in which it is used.
  • Note that this ammo is extreamly heavy. When used in drum or belt feeds the gamemaster should determine how much heavier the weapon becomes.
Name

Type

Damage

Cost

Avail

SI
HEAPDUC Rounds

ALL

+1 DL

800 �

16/20 days

2




Monofiliment Grenades: Monofiliment Grenades are the solition to all your anti-personel problems. This small egg shaped device is packed with thousands of tiny strands of monofiliment. After the grenade lands, it settles onto its weighted bottom and explodes, sending it's razor sharp contents ripping through the air, and anyone unlucky enough to be caught in the blast. Not a fun mess to clean up, let me tell you!
  • Monofiliment Grenades are NOT availible as minigrenades.
  • The blast of a Monofiliment Grenade represents a spray of flying monofiliment. This blast has no affect on any barriers, and is stoped by even light matterials (with the possible exception of thin glass). Note that the rules for "Blast in a Confined Space" (SR3 pg.119) do not apply to Monofiliment Grenades.
  • Armor values of targets hit by a Monofiliment Grenade are not modified because it is assumed that in almost all cases some portion of the target is exposed to the shredding blast of the device. Calculate damage as normal, using impact armor to reduce the power of the attack.
  • Reduce the power of the Grenade by 1 for every .5 meters the blast travels.
Name

Type

Damage

Cost

Avail

SI
Monofiliment Grenades

HAND

12S

2000 �

16/20 days

3




Plasma� Grenades: A hand delivered version of Magnus' new Plasma Grenade is now availible. This incindiary explosive device contains a charge of DarkFire� solid fuel and tiny bits of white phosphorus. Upon detonation, the grenade sprays it's contents in a huge blast. The WP ignites on contact with air, which inturn ignites the solid fuel. When you have to terminate your target with extream prejudice, a Plasma Grenade it the right tool for the job!
  • Plasma Grenades are NOT availible as minigrenades. (The minigrenade version is only availible for use with the HellFire Plasma Carbine listed above)
  • Plasma Grenades are highly incindiary and produce Elemental Fire Effects similar to any fire based magical spell.
  • The rules for "Blast in a Confined Space" (SR3 pg.119) do not apply to Plasma Grenades.
  • Reduce the power of the Grenade by 5 for every 1 meter the blast travels.
Name

Type

Damage

Cost

Avail

SI
Plasma Grenades

HAND

15S (+6M/turn)

1200 �

14/16 days

2




Armor Peircing Grenades: These nasty little explosives were developed for the UCAS military to take out heavily armored targets in combat. The Greanade is designed much like and armor peircing bullet, extreamly hard materials, kevlar to reduce air friction and thus mushrooming, highly tappered point, etc. They are timed to delay detonation until just after impact with a target, thus allowing the projectile to punch through any armor and explode from the inside out. Truely a devistating weapon when used effectively!
  • AP Grenades are ONLY availible as minigrenades.
  • Reduce the targets impact armor rating by one half when determining damage from an AP Grenade.
  • AP Grenades can not be air timed. They will only explode with a direct hit. Note that if a target dodges using combat pool, the grenade will not explode unless it hits another solid object near by.
  • Reduce the power of the Grenade by 5 for every 1 meter the blast travels.
Name

Type

Damage

Cost

Avail

SI
AP Grenades

GL

15S

200 �

9/13 days

1.5




Shock Grenades: Designed for use with the LoneStar S-14 RiotStopper, Shock Grenades represent another great advancement in the feild of non-leathal criminal controll devices. The Grenade is actually a tightly packed net of conductive fibers attached to high-powered capacitors that act as weights. When the grenade reaches a certain distance from it's target, the device detonates deploying the net which entangles it's victim and electrocutes them into submission!
  • Shock Grenades are ONLY availible as minigrenades.
  • The net released by a Shock Grenade is designed to only engulf one person, but a second person can be engulfed if they are with in 1 meter of the intended target. If the net entangles two people, reduce the damage level by one and half the power of the attack (6S). Note that the net cannot entangle more than two.
  • Anyone who comes in contact with the net released by a Shock Grenade but is not entangled must resist 4L stun damage. Note that this also applys to a third or forth person with in 1 meter of an intended target.
Name

Type

Damage

Cost

Avail

SI
Shock Grenades

GL

12D (stun)

200 �

9/13 days

1.5




Vector� Grenades: Originially designed for the CAS Special Forces, the Vector Grenade is the ultimate personal explosive for close quarters combat. The shell of the grenade is designed to "vector" or direct the blast of the device toward and though any target directly in its path. This drastically reduces uncontrolled side blast and is ideal for use in tight hall ways, knocking down doors and other obsticals, or taking out that cybermantic troll that won't get out of your way. With Vector Grenades, no barrier is too thick to blast through!
  • Vector Grenades are ONLY availible as minigrenades.
  • Reduce the barrier rateing or impact armor rateing of anything hit by a Vector Grenade by one half.
  • Vector Grenades have a cone shaped blast that moves away from the attacker who fired the grenade. Treat this as a shotgun blast with a set choke of 2 (begin reducing power from the point where the grenade detonates, not from the muzzel of the grenade launcher).
  • Reduce the power of the Grenade by 3 for every 1 meter the blast travels.
Name

Type

Damage

Cost

Avail

SI
Vector Grenades

GL

12D

600 �

10/15 days

2




Core Burner: This handy little device was designed by demolition experts at Ares for those tough situations when you need to get through a door or open a locked container, but you don't have the luxury of loud explosions. The Core Burner is a small device containing a mixture of highly flamible materials and chemical catalists. Once activated, the device burns it's internal fuel at an increadible rate, producing a cone of ultra-intense heat that will melt though anything (even a car's engine block). There isn't a lock made that will stand up to this nasty little key!
  • The Core Burner produces it's affect over a narrowly confined area. The damage is concentrated in a .1 meter by .1 meter space, and therefore has an extreme effect. Reduce the barrier rateing or armor rating of anything the Core Burner is used against by one half.
Name

Damage

Cost

Avail

SI
Core Burner

12D

500 �

4/12 hours

1




Nitrous Based Shape Charge: Why spend money on expensive industrial explosives? With Magnus' new easy to use demolitions kit you can produce your very own nitrous based shape charges right at home! Magnus supplies you with everthing you need to make these safe, stable and relyable explosives, all you need is time and something you want to blow up!
  • Nitrous Based Shape Charges fallow the same rules as industrial explosives in SR3. The power of the blast is increased by the number of success the user acheives in an unopposed Demolitions (4) Test. See the rules in SR3 for more information on blast radius and effects.
Name

Rating

Damage

Cost

Avail

SI
Nitrous Shape Charge

5

8D

400 �/kit (makes 1 kilo)

6/32 hours

1




Hull Cracker: The Hull Cracker was developed by the UCAS Navy SEALs for taking out enemy vessels at sea. The device consists of a huge water-proof explosive charge attached to powerful electromagnets. Just swim up to that pirate ship, slap this baby on it's hull and watch the fire works from a safe distance away. The Hull Cracker is gurantied to down any vessel!!
  • The Hull Cracker is an antiship weapon. The damage below (12DN) is based on the Ship Combat Rules from the Cyberpirates Sourcebook. Note that this is more than enough to destroy any standard vehical, and would probably level most buildings. Gamemasters are encouraged to use this more as a game device than an actual weapon (especially against thier players, as no character would survive the blast).
Name

Rating

Damage

Cost

Avail

SI
Hull Cracker

10

12DN

10,000 �

20/30 days

3