Cybermyth

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