Grade 0

These weapons are available to civilians, but note that using the light pistol requires taking the Firearms skill. If you didn't take it during character creation, you might as well take Warrior level 1 rather than using a Technician level to take Firearms!

Limtex Light Pistol {-4}
CloseMediumFarExtreme
Range10m20m40m50m
Attack Bonus0-1-1-4
Damage1D81D61D41
Blast Radius----
Ammo5mm magazine of 10DC100Resilience1Dodge Bonus-2
Modesmanual
Grade0Cost0.2c
Limtex Sword {-3}
CloseMediumFarExtreme
Range1m1m10
Attack Bonus+10
Damage2D61D6
Blast Radius1m swing1m swing
Ammo-DC150Resilience5Dodge Bonus1
Modes-
Grade0Cost0.2c
Limtex Axe {-3}
CloseMediumFarExtreme
Range0.5m1m
Attack Bonus0+1
Damage2D61D6
Blast Radius1m swing1m swing
Ammo-DC150Resilience5Dodge Bonus1
Modes-
Grade0Cost0.2c
Limtex Dagger {-4}
CloseMediumFarExtreme
Range0.5mThrown 1m per Strength
Attack Bonus2-1
Damage1D61D4
Blast Radius--
Ammo-DC50Resilience2Dodge Bonus-1
Modes-
Grade0Cost0.1c
Limtex Morning Star {-2}
CloseMediumFarExtreme
Range1m1.5m
Attack Bonus10
Damage3D64D6
Blast Radius360 degree swing
Ammo-DC200Resilience10Dodge Bonus0
Modes-
Grade0Cost1c
Limtex Monofilament Whip {-5}
CloseMediumFarExtreme
Range1m
Attack Bonus1
Damage6D6
Blast Radius180 degree swing
Ammo-DC10Resilience1Dodge Bonus-18
Modes-
Grade0Cost1c
Quarterstaff {-2}
CloseMediumFarExtreme
Range1m
Attack Bonus0
Damage1D8
Blast Radius-
Ammo-DC10Resilience2Dodge Bonus10
Modes-
Grade0Cost0.5c
Bow and arrows {-3}
CloseMediumFarExtreme
Range1m*Strength 5m*Strength 10m*Strength
Attack Bonus0-2-4
DamageAs arrow
Blast RadiusAs arrow
AmmoArrowsDC5Resilience1Dodge Bonus3
ModesManual
Grade0Cost0.3c

As a manual weapon, an arrow must be loaded before firing; but holding the bow drawn requires both hands and is tiring, so in practice, the bow will not be "loaded" unless the character is immediately expecting trouble.

Available arrows {-5}:

NameDamageCost each
Normal1D100.01c
Explosive tipped3D80.1c
Tracer Bug1D4, target is trackable until removed0.1c
Chainsaw {-2}
CloseMediumFarExtreme
Range1m
Attack Bonus5
Damage6D6*2
Blast Radius180 degree swing
AmmoPetrol, 1 litre lasts 15 minutes.DC150Resilience5Dodge Bonus1
Modes-
Grade0Cost1c
Disc Sander {-3}
CloseMediumFarExtreme
Range1m
Attack Bonus4
Damage12D6
Blast Radius-
AmmoPetrol, 1 litre lasts 1 hour.DC150Resilience5Dodge Bonus1
Modes-
Grade0Cost0.8c
Cross bow {-3}
CloseMediumFarExtreme
Range10m20m40m
Attack Bonus0-2-4
DamageAs arrow, +1D10 damage
Blast RadiusAs arrow
AmmoArrowsDC10Resilience2Dodge Bonus3
ModesManual
Grade0Cost0.8c

Shurikens

Tiny discs, delivering damage in various ways. They can be thrown 2m per Strength point, at an attack bonus of 2. They come in boxes of 10; the box has an encumbrance of {-4} and individual shurikens are {-5}.

TypeEffectCost per box of 10
Sharp1D4 damage0.05c
Explosive6D6 damage1c (Needs Grade 1 Weapon License)
Acid2D6 damage per turn until washed off or 4 turns passes0.2c
Tracer Bugno damage, missiles etc. can lock in. Magnetic0.2c

Grade 1

Limtex Heavy Pistol {-4}
CloseMediumFarExtreme
Range15m30m45m50m
Attack Bonus100-1
Damage6D6+106D63D62D6
Blast Radius----
Ammo7mm magazine of 10DC100Resilience1Dodge Bonus-1
ModesAuto
Grade1Cost1c
Limtex Light Rifle {-2}
CloseMediumFarExtreme
Range50m90m170m300m
Attack Bonus4321
Damage6D6+156D65D64D6
Blast Radius----
Ammo7mm magazine of 30DC150Resilience5Dodge Bonus-1
ModesAuto
Grade1Cost2c
Limtex Under-Barrel Shuriken Launcher {-4}
CloseMediumFarExtreme
Range40m
Attack Bonus0
DamageAs shuriken
Blast Radius"
AmmoShurikens, clip holds 10DC5Resilience1Dodge Bonus0
ModesAuto
Grade1Cost0.5c
Limtex Under-Barrel Knife Launcher {-4}
CloseMediumFarExtreme
Range0-5m5-10m10-20m
Attack Bonus10-2
Damage2D101D101D6
Blast Radius-
Ammo30mm knives, clip holds 10DC5Resilience1Dodge Bonus0
ModesAuto
Grade1Cost0.5c
Limtex Under-Barrel Bayonet {-4}
CloseMediumFarExtreme
Range1m
Attack Bonus0
Damage1D10
Blast Radius
Ammo-DC5Resilience1Dodge Bonus0
Modes-
Grade1Cost0.1c
Limtex Under-Barrel Monofilament Whip {-4}
CloseMediumFarExtreme
Range1m
Attack Bonus1
Damage6D6
Blast Radius180 degree swing
Ammo-DC-Resilience-Dodge Bonus-
Modes-
Grade1Cost1c

Grade 2

CyberCorp Under-Barrel Portable Flamethrower {-4}
CloseMediumFarExtreme
Range1m2m5m7m
Attack Bonus24810
Damage6D66D65D65D6
Blast Radius7cm35cm75cm150cm
AmmoLiquid fuel(petrol), tank holds 1 litre. A shot = 0.1 litres.DC-Resilience-Dodge Bonus-
ModesAuto
Grade2Cost2c

Petrol is listed under Equipment.

Limtex Heavy Rifle {-2}
CloseMediumFarExtreme
Range100m150m200m220m
Attack Bonus5433
Damage30+6D620+6D610+6D610+6D6
Blast Radius-
Ammo7mm magazine of 30DC150Resilience5Dodge Bonus-1
ModesAuto, Burst(3)
Grade2Cost3c
Limtex Light Sub-Machine Gun {-3}
CloseMediumFarExtreme
Range90m130m170m180m
Attack Bonus3210
Damage1D61D61D41D4
Blast Radius-
Ammo5mm magazine of 30DC100Resilience2Dodge Bonus-2
ModesAuto, Full Auto(75)
Grade2Cost3c
Limtex Shotgun {-2}
CloseMediumFarExtreme
Range5m10m20m
Attack Bonus248
Damage40+6D620+3D610+1D6
Spread50cm1m2m
Ammo15mm buckshot cartridges, internal magazine holds up to 20.DC110Resilience5Dodge Bonus-1
ModesAuto
Grade2Cost3c
Limtex Portable Flamethrower {-3}
CloseMediumFarExtreme
Range3m5m10m15m
Attack Bonus24810
Damage6D66D65D65D6
Blast Radius10cm50cm1m2m
AmmoLiquid fuel(petrol), tank holds 5 litres. A shot = 0.1 litres.DC110Resilience5Dodge Bonus-1
ModesFull Auto(2) (long/short bursts)
Grade2Cost2c

Petrol is listed under Equipment.

CyberCorp Under-Barrel Shotgun {-4}
CloseMediumFarExtreme
Range2m5m10m
Attack Bonus124
Damage40+6D620+3D610+1D6
Spread50cm1m2m
Ammo15mm buckshot cartridges.DC-Resilience-Dodge Bonus-
ModesManual
Grade2Cost3c
CyberCorp Under-Barrel Terroriser {-4}
CloseMediumFarExtreme
Range25m50m
Attack Bonus0-1
Damage1D4
Blast Radius-
Ammo50mm terror rounds, magazine holds 5DC-Resilience-Dodge Bonus-
ModesAuto
Grade2Cost1c

This weapon emits a horrible moaning sound, so everyone threatened by the wielder within 5m of the target must Save with Willpower or leg it.

Grenades

Thrown, these have an Attack Bonus of -4, except to Warriors and to Technicians with the Support Weaponry skill.

TypeThrown RangeEffectCost each
Compact {-5}2m per Strength6D6*2 damage over a 2m blast radius0.05c each
Standard {-5}1.5m per Strength6D6*5 damage over a 3m radius0.1c each
Heavy {-4}1m per Strength6D6*10 damage over a 5m radius0.2c each
Tracer Bug {-5}2m per strengthNo damage, but can be locked onto by missiles and radar devices. Magnetic base attaches to armoured vehicles etc. upon impact.0.1c each.

Rifle grenades

These clip onto the muzzle of a gun, and are propelled by the bullet (you have to aim up quite far as they follow a ballistic curve). Taking one from a pack, pocket, etc. and fitting it to your gun counts as one action. Effects:

  1. Halve the range of the weapon
  2. Halve the normal damage of the weapon
  3. Add 6D6 damage (0.5m blast radius)

Any projectile weapon with a barrel can take a rifle grenade, and a burst etc. may still be used - but only 1 grenade per burst!

Cost: 0.1c each. {-5}

Grade 3

Limtex Heavy Sub-Machine Gun {-3}
CloseMediumFarExtreme
Range100m110m160m200m
Attack Bonus3221
Damage1D61D421
Blast Radius-
Ammo7mm magazine of 30DC120Resilience3Dodge Bonus-2
ModesAuto, Full Auto(150)
Grade3Cost5c
Limtex Under-barrel Grenade Launcher {-4}
CloseMediumFarExtreme
Range100m
Attack Bonus3
Damage80+6D6
Blast Radius2D6m
Ammo15mm grenadesDC20Resilience1Dodge Bonus0
ModesManual
Grade3Cost5c
Limtex Light Machinegun {-2}
CloseMediumFarExtreme
Range100m200m600m1km
Attack Bonus4431
Damage3+3D63+2D62+1D61+1D4
Blast Radius
Ammo7mm beltDC200Resilience10Dodge Bonus0
ModesFull Auto(50)
Grade3Cost10c

Grade 4

Pulse rifle

The pulse rifle is an extremely versatile firearm. Rather than using fixed-size rounds, the pulse rifle uses modular bullets combined with a canister of liquid propellant. In High Auto mode, only small amounts of fuel are used per shot; in Cannon, on the other hand, large quantities are used, but the weapon cannot keep up fully automatic fire at that level.

Cybercorp 'Death Wave' Pulse Rifle {-2}
CloseMediumFarExtreme
RangeVaries with mode
Attack BonusVaries with mode
DamageVaries with mode
Blast Radius-
Ammo100 unit cartridgeDC150Resilience5Dodge Bonus1
ModesFull Auto(50), Full Auto(25), Auto
Grade4Cost20c

In "Full Auto(50)" mode, 1 unit of ammunition is used per shot, and the damages are:

CloseMediumFar
Range100m150m200m
Attack Bonus443
Damage3+3D63+2D62+1D6

In "Full Auto(25)" mode, 3 units of ammunition are used per shot, and the damages are:

CloseMediumFarVery far
Range100m200m600m1km
Attack Bonus4431
Damage3+6D63+4D62+2D61+1D6

In "Auto" mode, 10 units of ammo are used per shot, and the damages are:

CloseMediumFarVery far
Range200m400m600m1.2km
Attack Bonus4431
Damage10D65D63D61D6

Each ammunition cartridge contains liquid propellant and a spool of lead wire with hardened steel penetrator darts in every "unit", that the weapon crimps into bullets of the required size per-shot. So an "Auto"-mode shot is a lead slug containing ten hardened steel darts in a line, propelled by ten times the propellant as in a "Full Auto(50)"-mode shot.

Limtex Mortar {-1}
CloseMediumFarExtreme
Range1km
Attack Bonus-10
Damage1D6*1,000
Blast Radius5m
Ammo150mm mortar rounds.DC150Resilience7Dodge Bonus10
ModesManual
Grade4Cost3c

The mortar takes 10 seconds (3 turns) to set up and aim, but can re-aim at nearby targets in a single action.

CyberCorp Under-Barrel 90mm Recoilless Minirifle {-4}
CloseMediumFarExtreme
Range25m50m
Attack Bonus0-1
Damage1D4x100
Blast Radius3m
Ammo90mm minishellsDC-Resilience-Dodge Bonus-
ModesManual
Grade4Cost5c
Limtex 90mm Recoilless Rifle {-1}
CloseMediumFarExtreme
Range50m100m
Attack Bonus1-1
Damage1D4x100
Blast Radius3m
Ammo90mm minishellsDC100Resilience5Dodge Bonus4
ModesManual
Grade4Cost5c
Limtex Heavy Machinegun {-2}
CloseMediumFarExtreme
Range200m400m1200m1600m
Attack Bonus4432
Damage6+6D66+4D64+2D61+2D4
Blast Radius
Ammo13mm beltDC250Resilience15Dodge Bonus0
ModesFull Auto(50)
Grade4Cost15c
Limtex Rotary Rocket Launcher {-1}
CloseMediumFarExtreme
Range200m400m800m2000m
Attack Bonus4310
DamageAs per rocket
Blast Radius
Ammo10mm rocket beltDC190Resilience9Dodge Bonus0
ModesAuto, Full Auto(60)
Grade4Cost30c
Limtex Light Bazooka {-1}
CloseMediumFarExtreme
Range1km2km
Attack Bonus1-1
DamageAs per rocket
Blast Radius"
Ammo50mm rocketsDC190Resilience9Dodge Bonus0
ModesManual
Grade4Cost17c
Limtex Mini Gun {-1}
CloseMediumFarExtreme
Range500m1000m1500m2000m
Attack Bonus4432
Damage2D61D61D42
Blast Radius-
Ammo13mm beltDC250Resilience20Dodge Bonus4
ModesFull Auto(300)
Grade4Cost20c

Grade 5

Limtex Heavy Bazooka {-1}
CloseMediumFarExtreme
Range1km2km2.5km
Attack Bonus10-1
DamageAs per rocket
Blast Radius"
Ammo100mm rocketsDC100Resilience5Dodge Bonus4
ModesManual
Grade5Cost20c
Limtex Guided Missile Launcher {-1}
CloseMediumFarExtreme
Range1km2km4km6km+
Attack Bonus20404040
DamageAs per missile
Blast Radius5m
Ammo110mm guided missiles (infra-red, radar, or tracer bug)DC100Resilience5Dodge Bonus4
ModesManual
Grade5Cost22c
CyberCorp Blast cannon {-1}
CloseMediumFarExtreme
Range5m10m20m
Attack Bonus+5+10+20
Damage2D10*1002D10*252D10
Spread4m8m16m
Ammo100mm blast cannon roundsDC100Resilience5Dodge Bonus4
ModesManual. Takes up BOTH HANDS.
Grade5Cost18c

Other

Schwarzschild-Shklovskii T180 annihilator {N/A}
CloseMediumFarExtreme
Range5m10m20m
Attack Bonus+6+12+24
Damage2D10*1002D10*252D10
Blast Radius4m8m16m
Ammo100mm blast cannon rounds, belt fed. backpack holds 50 rounds.DC300Resilience15Dodge Bonus10
ModesFull Auto(10)
GradeBy government appointment onlyCost150c

Recoil nullified. Takes up BOTH HANDS. Comes fitted to a Mechanic exoskeleton for anchoring. Before firing, the character must spend an action activating the anchoring feet that fold out from the thighs and the drills that embed themselves in the floor beneath their feet (the diamond-tipped drills do 2D10*100 damage when they activate). The gun, being one point five metres long and weighing 250kg, slows the character down somewaht due to sheer inertia - -5 to Reactions, -2 to Run Speed.

Firearm Modifications

You can improve a stock firearm (anything that fires bullets) with the following goodies:

NameDescriptionCost
SilencerAvailable for any firearm below level 3. Shots can still be heard, but they are much quieter and won't be deafening in a confined space0.65c
Laser sight+3 Attack Bonus2.2c
Shock pads-1 recoil0.5c
Gas Vent 1-8 recoil1c
Gas vent 2-32 recoil2c
Gas vent 3-64 recoil4c
Light harness-8 recoil1c
Heavy harness-32 recoil2c
BipodCancels all recoil and +4 attack bonus, only when deployed and rested on the ground or other solid object1c
Active recoil neutraliserCancels all recoil3c
Barrel extensionDouble damage and range, half spread for shotguns3c
Sawn off barrelShotgun only. Halves range and damages, but doubles spreadFree
Gas piston unitReplaces Manual mode with with Auto2c
Advanced gas piston unitReplaces Manual with Auto, Burst(3) modes5c

Ammunition

Empty magazines cost 0.02c and are {-5} encumbrance for transport.

NameDescriptionCost
5mm bullet (standard)0.1c per 100 {-5}
5mm bullet (explosive)Triple damage0.3c per 100 {-5}
5mm bullet (hollow point)Double damage against soft targets, half damage against hard targets0.12c per 100 {-5}
7mm bullet (standard)0.15c per 100 {-5}
7mm bullet (explosive)Triple damage0.5c per 100 {-5}
7mm bullet (hollow point)Double damage against soft targets, half damage against hard targets0.2c per 100 {-5}
13mm bullet (standard)0.3c per 100 {-5}
13mm bullet (explosive)Triple damage0.9c per 100 {-5}
13mm bullet (hollow point)Double damage against soft targets, half damage against hard targets0.4c per 100 {-5}
15mm shotgun cartridge (buckshot)0.8c per 100 {-4}
15mm shotgun cartridge (solid slug)Attack bonus does not increase with range, damage does not decrease with range, no spread0.8c per 100 {-4}
20mm explosive shell10c per 100 {-4}
40mm explosive shell3c per 50 {-4}
60mm explosive shell10c per 50 {-3}
15mm launcher grenade0.1c per 20 {-5}
10mm rockets25+6D6 damage0.5c per 100 {-4}
50mm rockets750+6D6 damage, 5m blast0.25c each {-4}
100mm rockets6D6*50+250 damage, 10m blast0.5c each {-3}
110mm guided missiles6D6*5+100 damage, 1m blast1c each {-3}
Pulse rifle cartridge0.5c each {-5}
100mm Blast Cannon shell (standard)0.5c {-4}
100mm Blast Cannon shell (explosive)Extra 6D6*5 damage1c {-4}
90mm minishell0.7c {-5}
150mm mortar round0.5c {-4}
50mm terror round0.3c per 10 {-5}