W E A P O N S

The weapons covered here are grouped into several categories based on their general utility: ranged weapons, explosives, and splash weapons. Ranged weapons fall into two general groups: handguns and longarms. When using a ranged weapon, the wielder applies his or her Dexterity modifier to the attack roll. Handguns and longarms are personal firearms. A personal firearm is any firearm designed to be carried and used by a single person.

Damage: The damage the weapon deals on a successful hit.
Critical (Crit): The threat range for a critical hit.
Damage Type (DT): Ranged weapon damage is classified according to type: ballistic (all firearms), energy (of a specific type), piercing (some simple ranged weapons), or slashing (a whip). Some creatures or characters may be resistant or immune to some forms of damage.
Range Increment (Rang Inc.): Any attack at less than this distance is not penalized for range. However, each full range increment causes a cumulative –2 penalty on the attack roll. Ranged weapons have a maximum range of ten range increments, except for thrown weapons, which have a maximum range of five range increments.
Rate of Fire (ROF): Some ranged weapons have a rate of fire of 1, which simply means they can be employed once per round and then must be reloaded or replaced. Firearms, which operate through many different forms of internal mechanisms, have varying rates of fire. The three possible rates of fire for handguns, longarms, and heavy weapons are single shot, semiautomatic, and automatic.
Single Shot: A weapon with the single shot rate of fire requires the user to manually operate the action (the mechanism that feeds and cocks the weapons) between each shot. Pump shotguns and bolt-action rifles are examples of firearms with single shot rates of fire. A weapon with the single shot rate of fire can fire only one shot per attack, even if the user has a feat or other abilities that normally allow more than one shot per attack.
Semiautomatic (S): Most firearms have the semiautomatic rate of fire. These firearms feed and cock themselves with each shot. A semiautomatic weapon fires one shot per attack (effectively acting as a single shot weapon), but some feats allow characters armed with semiautomatic weapons to fire shots in rapid successions, getting in more than one shot per attack.
Automatic (A): Automatic weapons fire a burst or stream of shots with a single squeeze of the trigger. Only weapons with the automatic rate of fire can be set on autofire or be used with feats that take advantage of automatic fire.
Magazine: The weapon’s magazine capacity and type are given in this column. The amount of ammunition a weap­on carries, and hence how many shots it can fire before needing to be reloaded, is determined by its magazine capacity. How the firearm is reloaded depends upon its magazine type. The number in this entry is the magazine’s capacity in shots; the word that follows the number indicates the magazine type: box, cylinder, or internal. A fourth type, linked, has an unlimited capacity; for this reason the entry does not also have a number. Weapons with a dash in this column have no magazines; they are generally thrown weapons, or weapons (such as bows) that are loaded as part of the firing process.
Box: A box magazine is any type of magazine that can be removed and reloaded separately from the weapon.
Cylinder: A revolver keeps its ammunition in a cylinder, which is part of the weapon and serves as the firing chamber for each round as well. Unlike box magazines, cylinders can’t be removed, and they must be reloaded by hand. However, most revolvers can be used with a speed loader. Using a speed loader is much like inserting a box magazine into a weapon. Without a speed loader, a firearm with a cylinder magazine must be loaded by hand.
Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand. This is the case with most shotguns, as well as some rifles.
Linked: Some machine guns use linked ammunition. The bullets are chained together with small metal clips, forming a belt. Typically, a belt holds 50 bullets; any number of belts can be clipped together. In military units, as the gunner fires, an assistant clips new ammunition belts together, keeping the weapon fed.
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it is a light weapon.
A Medium-size or smaller weapon can be used one-handed or two-handed. A Large weapon requires two hands. A Huge weapon requires two hands and a bipod or other mount.
A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in your off hand.
Weight (Wt.): This column gives the weapon’s weight when fully loaded.
Cost: This is the price to acquire the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction (Rest.): The restriction rating for the weapon, if any, and the appropriate black market modifier.
Str: The minimum strength required to use the weapon as a side arm. This turns the weapon into a sidearm if it was mounted original. Obviously the higher Street weapons are reserved for full cyborgs and power armor.

Weapon

Dam

Critical

Type

Range

ROF

Mag

Size

Wt.

Cost

Rest.

Str

Handguns (require the Personal Firearms Proficiency feat)

9mm Autoloader

2d6

X2

Ballistic

40

S

15 box

Small

3 lb.

250

Lic(+1)

--

9mm Machine Pistol

2d6

X2

Ballistic

30

S,A

20 box

Med

3 lb.

400

Res(+2)

--

10mm Autoloader

2d6+2

X2

Ballistic

30

S

9 box

Small

3 lb.

600

Lic (+1)

--

.454 Revolver

3d6

X2

Ballistic

30

S

5 Cyl

Med

5 lb

900

ILL (+4)

--

.45 Autoloader

2d6+2

X2

Ballistic

30

S

7 box

Small

3 lb.

550

Lic (+1)

--

.50AE Autoloader

2d8

X2

Ballistic

40

S

9 box

Med

4 lb.

650

Lic (+1)

--

9mm Autoloader 1

2d6

X2

Ballistic

30

S

17 box

Small

2 lb.

750

Lic (+1)

--

10mm Autoloader 1

2d6

X2

Ballistic

40

S

15 box

Small

3 lb.

700

Lic (+1)

--

.45 Machine Pistol

2d6

X2

Ballistic

40

S, A

30 box

Med

6 lb.

550

Res(+2)

--

.32 Machine Pistol

2d4

X2

Ballistic

40

S, A

20 box

Med

4 lb.

650

Res(+2)

--

.32 Autoloader

2d4

X2

Ballistic

30

S

7 box

Small

1 lb.

300

Lic (+1)

--

.50 Hand Cannon

3d6

X2

Ballistic

20

S

3 Box

Med

6 lb.

900

ILL (+4)

--

Falcon .45

2d6

X2

Ballistic

40

S, A

20 box

Med

2.5 lb

450

Lic (+1)

--

Special Handguns (require the Personal Firearms Proficiency feat) -- Mastercraft weapons (+1 to hit)

Mateba Model 207

2d6

19-20/X2

Ballistic

15

S

6 Cyl

Small

3 lb

800

Res(+2)

--

Zastaba CZ-M100

2d6

19-20/x2

Ballistic

30

S

15 box

Small

4 lb

1000

Res(+2)

--

Jericho 942FS

3d6

19-20/x2

Ballistic

20

S

8 box

Med

6 lb.

1400

Mil (+3)

--

Beletta Cougar

2d6

X2

Ballistic

40

S

15 box

Small

3 lb.

700

Res(+2)

--

G33 Advance 3d6 x2 Ballistic 20 S 12 Box Med 6 lb, 1500 Mil (+3) --

Seburo M-5 Automatic

2d4+1

X2

Ballistic

20

S

21 box

Small

3 lb.

800

Lic (+1)

--

Seburo BoBson S

2d4

X2

Ballistic

10

S

10 box

Small

2 lb.

600

Lic (+1)

--

Longarms (require the Personal Firearms Proficiency feat)

7.62mm Assault Rifle

2d8

X2

Ballistic

70

S, A

30 box

Large

10 lb

700

Res(+2)

8

.50 Sniper Rifle*

2d12

19-20/ x2

Ballistic

120

S

11 box

Huge

35lb.

1600

Lic (+1)

8

12-Gauge Shotgun

2d8

X2

Ballistic

30

S

5 box

Large

9 lb.

900

Lic (+1)

8

10-Gauge Shotgun

2d10

X2

Ballistic

30

S

5 int.

Large

11 lb

800

Lic (+1)

8

9mm Submachine Gun 1

2d6

X2

Ballistic

50

S, A

30 box

Large

7 lb.

1000

Res(+2)

8

7.62mm Sniper Rifle 1

2d10

X2

Ballistic

90

S

5 box

Large

16lb.

1400

Lic(+1)

10

OICW assault rifle

2d8

20

Ballistic

70

S

30 box

Large

18 lb.

2000

Mil (+3)

10

Seburo J9

2d4

20

Ballistic

50

S, A

50 box

Med

15 lb.

800

Res(+2)

8

Seburo cMN-23

2d8

X3

Ballistic

50

S,

30 box

Med

15 lb.

Res(+2)

8

Special Longarms (require the Personal Firearms Proficiency feat) -- Mastercraft weapons (+1 to hit)

WLBC Sensor Rifle 3

2d8

X2

Ballistic

70

S, A

30 box

Large

10 lb

1100

Mil(+3)

8

Stear TMP SMG

2d6

X2

Ballistic

50

S, A

40 box

Large

8 lb.

1600

Mil(+2)

8

Zastaba Nosle CZN-M22 "9Weapon"

2d6

X2

Ballistic

40

S, A

40 box

Large

10 lb.

1700

Mil (+2)

8

Camouflaged SMG

2d6

X2

Ballistic

50

S, A

40 box

Large

8 lb.

2100

ILL(+4)

8

Ultima Ratio

2d8+8

X2

Ballistic

100

S

10 box

Large

19 lb

2200

Mil(+3)

10

SIG 541 Assault Rifle

2d6

X2

Ballistic

50

S, A

30 box

Large

6 lb.

1300

Mil (+3)

8

Seburo C25S Anti Cyborg Sniper Rifle

1d8+8

18-20/x2

Ballistic

100

S

10 Box

Large

10 lb

1700

Mil (+3)

10

Seburo X74 Shotgun

1d10+10

X2

Ballistic

30

S

20 box

Large

13 lb.

1300

Mil (+3)

8

Seburo C-25A

2d6

X2

Ballistic

40

S, A

50 box

Med

10 lb.

2100

Mil (+3)

8

Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)

Med. Machine Gun

1d8+8

X2

Ballistic

100 ft.

A

Linked

Huge

22lb.

1700

Mil (+3)

14

Hvy. Machine Gun

1d12+12

X2

Ballistic

110 ft.

A

Linked

Huge

75lb.

2200

Mil (+3)

16

Rocket Launcher

4d6+30

150

1

1 int.

Large

5 lb.

1100

Mil (+3)

14

Guided Rocket Launcher

5d6+30

--

--

200ft

1 / Spcl

1 Int.

Large

10 lb.

1700

Mil (+3)

14

Grenade Launcher

Varies 2

70

1

1 int.

Large

7 lb.

900

Mil (+3)

14

Weapon

Dam

Critical

Type

Range Inc.

ROF

Mag

Size

Wt.

Cost

Rest.

Str.

Railgun*

2d10+10

16-20/x3

Ballistic

100ft

Single

Slug / H5

Large

45lb.

17000

ILL (+4)

16

7.62mm Rotary (Gattling) Cannon*

2d12 / 3d12 / 4d12

X2

Ballistic

100ft

A / spcl

Linked

(rec: 500)

Huge

80 lb

12000

Mil (+3)

16

30 mm Sniper Cannon

2d12+12

18-20/x2

Ballistic

100

S

5 Box

Large

25 lb

3 000

Mil (+3)

16

Other Ranged Weapons (Weapons Proficiency feat needed given in parentheses)

Flamethrower

(no feat needed) 3

3d6

Fire

1

10 int.

Large

50lb.

1600

Mil (+3)

10

Pepper spray (Simple)

Spcl 2

Spcl 2

5

1

1 int.

Tiny

0.5lb

50

--

Tazer (Simple)

1d4 2

Electricity

5

1

1 int.

Small

2 lb.

100

--

NetGun

Special

--

Special

5

1

5 shots

Med

20lb.

1125

Lic (+1)

8

Mounted Weapons (each requires a specific Exotic Firearms Proficiency feat)

20mm Machine Cannon

3d12+12

X2

Ballistic

150 ft

A

Linked

Huge

150 lb.

20500

Mil(+3)

20

Twin thunder machine gun

2d10

X2

Ballistic

100 ft

S, A

Linked

Huge

42 lb.

3000

Mil (+3)

20

5.56 Machine Cannon 1

1d6+6

X2

Ballistic

50

A

300 box

Large

70 lb.

1700

Mil(+2)

18

12.7 mm Rotary (Gattling) Cannon*

2d12+12 3d12+12 4d12+12

X2

Ballistic

100ft

A / spcl

Linked

(rec: 500)

Huge

80 lb

12000

Mil (+3)

22

30 mm Gattling cannon

4d12+24

5d12+24

X2

Ballistic

100 ft

A / spcl

Linked

(rec: 1500)

Huge

180 lb

22000

Mil (+3)

24

35 mm Anti Aircraft

5d12+24

X2

Ballistic

200 ft

A

Linked 1000

Huge

250lb

25000

Mil(+3)

26

7.62mm Machine / Chain Cannon

1d8+8

X2

Ballistic

70

A

300 box

Large

50 lb

2200

Mil (+2)

20

40 mm Tank cannon

4d12+12

20

Ballistic

150 ft.

S

1

Huge

550lb

27300

ILL(+4)

24

40mm Grenade Launcher

4d12+12

20

Explosive

70

S

1 int.

Large

70 lb.

9000

Mil (+3)

24

105 mm Tank cannon

5d12+36

20

Ballistic

150 ft.

S

1

Huge

550lb

30300

ILL(+4)

30

120mm smooth bore cannon

5d12+48

20

Ballistic

150ft

S

1

Huge

650lb

40000

ILL(+4)

30

Railcannon

3d10+20

16-20/x3

Ballistic

200ft

S

Slug/H5

Huge

350

40000

ILL(+4)

26

Anti-Ped Glue Gun

Special

20

Ballistic

50

S

5 Box

Large

25 lb.

20 000

Lic (+1)

18

Melee Weapons ( Simple Weapons (require the Simple Weapons Proficiency feat)

Brass knuckles

1

20

Blud

---

--

--

Tiny

1 lb

50

--

--

Cleaver

1d6

19–20

Slashing

--

--

--

Small

2 lb

10

--

--

Club

1d6

20

Blud

--

--

--

Med

3 lb.

20

--

--

Knife

1d4

19–20

Piercing

10 ft.

--

--

Tiny

1 lb.

50

--

--

Metal baton

1d6

19–20

Blud

--

--

--

Med

2 lb.

60

--

--

Pistol whip

1d4

20

Blud

--

--

--

Small

--

--

--

--

Rifle butt

1d6

20

Blud

--

--

--

Large

--

--

--

--

Buzz Knucks

1

20

Blud 2

---

--

--

Tiny

1 lb

250

--

--

Buzz Baton

1d6

19–20

Blud 2

--

--

--

Med

2 lb.

360

--

--

Archaic Weapons (require the Archaic Weapons Proficiency feat)

Hatchet

1d6

20

Slashing

10 ft.

--

--

Small

4 lb.

10

--

--

Longsword

1d8

19–20

Slashing

--

--

Med

4 lb.

175

--

--

Machete

1d6

19–20

Slashing

Small

2 lb.

90

--

--

Rapier

1d6

18–20

Piercing

Med

3 lb.

120

--

--

Spear

1d8

20

Piercing

Large

9 lb.

20

--

--

Straight razor

1d4

19–20

Slashing

Tiny

0.5 lb

10

--

--

Sword cane

1d6

18–20

Piercing

Med

3 lb.

90

--

--

Exotic Melee Weapons (each requires a specific Exotic Melee Weapon Proficiency feat)

Chain

1d6/1d6

20

Blud

Large

5 lb.

20

--

--

Chain saw

3d6

20

Slashing

Large

10 lb.

150

--

--

Kama

1d6

20

Slashing

Small

2 lb.

30

--

--

Katana

2d6

19–20

Slashing

Large

6 lb.

200

--

--

Kukri

1d4

18–20

Slashing

Small

1 lb.

30

--

--

Nunchaku

1d6

20

Blud

Small

2 lb.

20

--

--

1 This mastercraft weapon grants a +1 bonus on attack rolls.
2 This weapon does special damage. See the weapon description.
3 See the description of this weapon for special rules.
* Must be braced or mounted on a turret or tri-pod OR have STR 18+ or suffer a –4 to hit.

S I M P L E     M E L E E     W E A P O N S
Brass Knuckles:
These pieces of molded metal fit over the outside of a character’s fingers and allow him or her to deal lethal damage with an unarmed strike instead of nonlethal damage. A strike with brass knuckles is otherwise considered an unarmed attack. When used by a character with the Brawl feat, brass knuckles increase the base damage dealt by an unarmed strike by +1 and turn the damage into lethal damage. The cost and weight given are for a single item.

Buzz Baton: A baton with a electric prod at the end of it used to subdue hostiles. It deals an additional 1d6 points of electrical damage. Anyone struck must made a fort save. A fail at DC14 results in incapacitation for 2d4 rounds. A fail as DC16 results in stunning for 2d4 rounds (One roll for both). Against cyborgs, the DC starts at DC16 & DC18. Only roll the Fort DC for incapacitation if the damage doesn’t succeed on the same task.

Buzz Knucks / Shock Gloves: A glove that will discharge a crippling shock when used on someone. The shock comes from metal pads on the knuckles of the glove. It deals an additional 1d6 points of electrical damage Anyone struck must made a fort save. A fail at DC12 results in incapacitation for 2d4 rounds. A fail as DC14 results in stunning for 2d4 rounds (One roll for both). Against cyborgs, the DC starts at DC16 & DC18. Only roll the Fort DC for incapacitation if the damage doesn’t succeed on the same task.

Club: Almost anything can be used as a club. This entry represents the wooden nightsticks sometimes carried by police forces.

Knife: This category of weapon includes hunting knives, butterfly or “balisong” knives, switchblades, and bayonets (when not attached to rifles). A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a knife.

Metal Baton: This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton is Small and can’t be used as a weapon. Extending or collapsing the baton is a free action.

Pistol Whip: Using a pistol as a melee weapon can deal greater damage than attacking unarmed. No weight or purchase price is given for this weapon, since both vary depending on the pistol used.

Rifle Butt: The butt of a rifle can be used as an impromptu club.

A R C H A I C     M E L E E     W E A P O N S
Most of these weapons deal damage by means of a blade or a sharp point. Some of them are moderately expensive, reflecting their archaic nature in modern-day society.

Hatchet: This light axe is a chopping tool that deals slashing dam­age when employed as a weapon.

Longsword: This classic, straight blade is the weapon of knighthood and valor.

Machete: This long-bladed tool looks much like a short, lightweight sword.

Rapier: The rapier is a lightweight sword with a thin blade. A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a rapier.

Spear: This primitive device is a reach weapon. A character can strike opponents 10 feet away with it, but can’t use it against an adjacent foe.

Straight Razor: Favored by old-school organized crime “mechanics,” this item can still be found in some barbershops and shaving kits.

Sword Cane: This lightweight, concealed sword hides its blade in the shaft of a walking stick or umbrella. Because of this special construction, a sword cane is always considered to be concealed; it is noticed only with a Spot check (DC 18). (The walking stick or umbrella is not concealed, only the blade within.)

E X O T I C     M E L E E     W E A P O N S
Most exotic weapons are either atypical in form or improved variations of other melee weapons. Because each exotic weapon is unique in how it is manipulated and employed, a separate Exotic Melee Weapon Proficiency feat is required for each one in order to avoid the –4 nonproficient penalty.

Chain: Also called the manriki-gusari, this is a simple chain with weighted ends. It can be whirled quickly, striking with hard blows from the weights. One end can also be swung to entangle an opponent. The chain can be used either as a double weapon or as a reach weapon. A character can fight with it as if fighting with two weapons, incurring all the normal attack penalties as if using a one-handed weapon and a light weapon. In this case, the character can only strike at an adjacent opponent.
If a character uses the chain as a reach weapon, he or she can strike opponents up to 10 feet away. In addition, unlike other weapons with reach, the character can use it against an adjacent foe. In this case, the character can only use one end of the chain effectively; he or she can’t use it as a double weapon.
Because a chain can wrap around an enemy’s leg or other limb, a character can make a trip attack with it by succeeding at a melee touch attack. If the character is tripped during his or her own trip attempt, the character can drop the chain to avoid being tripped.
When using a chain, the character gets a +2 equipment bonus on his or her opposed attack roll when attempting to disarm an opponent (including the roll to avoid being disarmed if the character fails to disarm the opponent).
A character can select the Weapon Finesse feat to apply his or her Dexterity modifier instead of Strength modifier to attack rolls with a chain.
Chain Saw: Military and police units use powered saws to cut through fences and open doors rapidly. They are sometimes pressed into service as weapons, often by people who watch too many movies.
Kama: A Kama is a wooden shaft with a scythe blade extending at a right angle out from the shaft. Kama are traditional weapons in various styles of karate.
Katana: The katana is the traditional Japanese samurai sword. When used with the Exotic Melee Weapon Proficiency feat, it can be used with one hand. For a wielder without the feat, the katana must be used with two hands, and the standard –4 non-proficiency penalty applies.
Kukri: This heavy, curved dagger has its sharp edge on the inside of the curve.
Nunchaku: A popular martial arts weapon, the nunchaku is made of two wooden shafts connected by a short length of rope or chain.

H A N D G U N S
A handgun is a personal firearm that can be used one-handed without penalty. This includes all pistols and some submachine guns and shotguns. All handguns require the Personal Firearms Proficiency feat. Using a handgun without this feat imposes a –4 penalty on attack rolls.
Handguns can be broken down into three smaller groups: autoloaders, revolvers, and machine pistols. Autoloaders (sometimes called “automatics”) feature removable box magazines, and some models hold quite a lot of ammunition. They work by using the energy of a shot fired to throw back a slide, eject the shot’s shell casing, and scoop the next round into the chamber. They are more complex than revolvers, but have become increasingly popular in the modern age.
Revolvers are relatively simple firearms that store several rounds (usually six) in a revolving cylinder. As the trigger is pulled, the cylinder revolves to bring the next bullet in line with the barrel.
Machine pistols are automatic weapons small enough to be fired with one hand. Some are autoloader pistols modified to fire a burst of bullets in a single pull of the trigger, while others are modified submachine guns, cut down in size and weight to allow one-handed use. Ranged weapons that use box magazines come with one full magazine.

.454 Cussul Revolver: The most powerful revolver ever made, the .454 is an archaic weapon, more than 60 years sold that still finds circulation because of its immense stopping power. Its range is drastically limited though but it has been effective against cybernetic targets.

Beletta Couger Handgun: Automatic 9mm handgun, used worldwide due to high reliability and rigidity. A mastercraft weapon, the Beletta offers a +1 to hit.

beletta model

Falcon .45: The law enforcement response to the ever-growing firepower found in the hands of criminals and gang members, the Falcon pistol not only possesses increased stopping power but also integrates the ability to fire in full automatic mode. Additionally, the Falcon is lightweight and easy to carry.

Jericho 942FS Handgun: The Jericho 942FS is an Israeli manufactured handgun. It may, in fact, be a direct descendant of the IMI "Desert Eagle." This weapon is chambered to .50AE (12.7mm), so it packs one hell of a punch. The Jericho 942FS seems to be a popular large frame handgun, and it is used in several organizations throughout Japan. This autoloader also sports hexagonal shaped rifling for greater control. It’s a favored weapon to most military cyborgs. A mastercraft weapon, the Jericho offers a +1 to hit. A clip holds 8 rounds.

Mateba Model 207 Handgun: The Mateba is a Revolver-type handgun with counter weight, hexagonal-shaped rifling. This strange revolver, built sometime in the 1990s, is Togusa's weapon of choice. It is chambered for the 9mm Parabellum cartridge and its six round cylinder is hinged at the top of the frame rather than the bottom. The M207's hexagonal barrel is lined up with the bottom-most chamber for greater accuracy and the weapon's strange design is counter-balanced by a top mounted weight. It should be noted that the Mateba's greatest feature is its accuracy. Unfortunately, it is not as quick or as high powered as most automatics. Additionally, its design causes problems with loading, making it less than an ideal choice in situations where a lot of ammo is being expended. Features ergonomic grips and interchangeable barrels.

Seburo M-5 Automatic: A common, law enforcement issue, 5mm, 21 round capacity handgun.

Seburo BoBson S: A compact sidearm popular because of its concealability.

Zastaba CZ-M100 Handgun: The CZ-100 is rigid polymer-frame 9mm handgun manufactured in the Czech Republic. Originally designed for law enforcement personnel, the CZ-100 sports a hexagonal barrel for better reliability and accuracy. This pistol can also be fitted with a quick release laser aiming system. A mastercraft weapon, the Zastaba offers a +1 to hit. The laser adds an additional +1 but only after a round of aiming (in additional to normal aiming bonuses). It holds 15 rounds in the clip.

G33 Advance: Another high caliber weapon designed usually for prosthetic limbs. It is the sequel model for the G26 AV.

 

L O N G A R M S
Longarms are personal firearms that require two hands to be fired without penalty. This group includes hunting and sniping rifles, assault rifles, shotguns, and most submachine guns. The basic longarm is the rifle, a group that includes both hunting rifles and sniper rifles. Most rifles are autoloaders, and they function internally in a manner very similar to autoloader pistols. Some models are operated manually, with the user having to work a bolt or lever between each shot. Assault rifles are rifles designed for military use and feature automatic as well as semiautomatic fire.
Shotguns are large-bore weapons that primarily fire shells full of small projectiles. They tend to be powerful, but only at short range. Reduce shotgun damage by 1 point for every range increment of the attack.
Submachine guns are relatively compact longarms that generally fire pistol ammunition. They can fire on automatic.
All longarms are covered by the Personal Firearms Proficiency feat.
Longarms are not well suited to close combat. A character takes a –4 penalty on the attack roll when firing at an adjacent target.

Camouflaged SMG: This SMG is a camouflaged 5.56mm weapon that was built into the briefcase. A switch on the handle drops the bulk of the briefcase off revealing a Stear TMP with two attached 15 round clips of ammunition. The case itself is armored with hardness 5 and 10 hit points for use as a sort of last-ditch effort shield. Although the Stear TMP was used, many other SMGs can be used for this type of concealment.

Stear TMP Submachine Gun: The stear is a lightweight weapon with laser aiming system and is a standard light SMG used by Section 6. A rugged 9mm SMG with many features, such as ambidextrous cocking, this common SMG is used the world over. The Section 6 version includes a laser aiming system.

Oicw Assault Rifle: One of the most technologically advanced weapons to ever reach production during the Information Age, the OICW (Objective Individual Combat Weapon) assault rifle is a combination weapon. The weapon houses a 5.56mm compact assault rifle as well as a 20mm grenade launcher (the weapon uses the alternate weapon gadget to add a mini- grenade launcher). The grenade launcher features multiple detonation modes, including detonate-on-impact mode (in which the grenade explodes on impact) and air burst mode (in which the grenade explodes in the air after traveling a certain distance).

The rifle includes a combat-capable scope with built-in targeting computers that are designed to link into the Land Warrior combat system. This system, known as TA/FCS (Target Acquisition/Fire Control System), functions as a built-in night vision scope as well as a range finding scope (the scope, range finding laser gadget). Additionally, the weapon has an integrated computer link that can hook directly into the Land Warrior armor and transmit images and data to the armor’s onboard computer system. On its own, separate from the Land Warrior system, the OICW assault rifle is one of the most dangerous and effective weapons on the market.
This weapon has a two-round burst setting. When the Burst Fire feat is used with this weapon, the penalty on the attack roll is lessened to –2 instead of –4. Also, the weapon fires only two bullets instead of five and can be used with only two bullets in the weapon. However, the weapon only deals +1 die of damage instead of +2 dice of damage. (In effect, using the Burst Fire feat with this weapon results in the effect of the Double Tap feat.) This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if you use the setting without the feat, you make a normal attack, and the extra two bullets not have the automatic rate of fire, this weapon cannot be used to make autofire attacks.

Seburo C-25A: The C25’s 6mm ammo stands a unique feature. The bulky design at first never found popularity. However, its 50 round clip capacity found a home in certain fields. Seburo recalled the design and attempted a new angle. The greatest capacity of the new C25A is its in-built option to use High Velocity rounds without overheating. However, it is not totally immune and still has a 5% chance of overheating every time a HV clip is used. But it does not wear down over time.

Seburo cMN-23: Taking FA-MAS 5.56mm ammunition, made by TokyoMarui, the cMN-23 became the heavy longarm of choice for all non-military units in the public sector. The weapons comfortable design made it an easy weapon to hold, carry, and fire.

Seburo C25SAnti Cyborg Precision Sniper Rifle: A very maneuverable sniper rifle light enough to be used by a human. The rifle chambers ten 5.7mm rounds that can reach up to ranges of 1000 yards.

Seburo C-X: The most advanced machine pistol on the market, this 5.7mm autoloader carries a magazine capacity of 30 shots. The laser sight is standard. The prototype design was an instant success and the development team in the Seburo Company found work designing every subsequent model. However, the C-X never found massive circulation because of its inflated cost and is usually only seen in elite mercenary groups and in corporate security.

Seburo J9: The J9 is a lesser-known 5.56 mm Sub-Machine gun. Its front heavy design makes it popular mostly in cybernetic circles. The lack of much behind the grip prevents interference when held by less human hands. It has a built-in flash suppressor to prevent giving away its location when firing.

Seburo X74/AS17 Shotgun: Though shotguns won't be able to damage high-class cyborg bodies they can still cause a lot of damage to regular cyborg bodies. The X74 can be loaded with twenty buckshot or twenty slugs.
SIG 541 Assault Rifle: The SIG 541 is the standard assault weapon of NATO special forces (and section 6). It uses 30 standard 5.56mm rounds, and features a shorter length than most full size assault rifles. The SIG 541 also features a selector switch that allows you to choose between single shot, three round bursts and full-auto. This is a common weapon the world over, and can be found in most major countries.

Seburo CSR29 Ultima Ratio : This hyper advanced 7.62 mm was first utilized by section 6 to disable cyborg bodies. The "Ultima Ratio" is Public Security's premier sniper system. This weapon fires 6 Armor-Piercing Fin-Stabilized Discarding Sabot rounds, which consists of a depleted uranium sub-caliber round that easily punches through armor. It also features a recoil absorbing stock and a gyrostabilized mount. However, the real beauty of this weapon is its targeting system. The "Full Sensing" version is equipped with a full spectrum, computer controlled targeting system, which offers unparalleled accuracy. This system can see through walls as well as detect therm-optic camouflage. The "Full Sensing" scope must be interfaced with the sniper via cyberbrain. If in use, the target gains no benefits from concealment (unless total) or therm-optic camouflage. If the total concealment carries a hardness less that the damage dealt, it passes through to strike the target, remove the hardness from the total concealment, passing the remaining damage on to the target. The UR is can be fitted with HV high explosive rounds. The UR is a tracking weapon. After 4 rounds of tracking a target, target is denied his Dex bonus to Defense, regardless if they are aware of the attack or not. Also, because of advanced critical sensing systems, the Ultima Ratio increases its critical threat rating for every round aiming past the first round to a maximum of 12-20/x2 (Round 1=20, Round 2=19-20, Round 3=18-20, Round 4=17-20, etc).

WLBC Sensor Rifle: The sensor rifle links up to a target’s cyberbrain. A direct link with the user can offer bonuses to specific ranges installed. Only one range can be installed at a time and to swap out a Range Inc takes a full minute. The Range Inc installed offers a +4 to hit to any target within that Increment. The weapon is a popular choice among snipers. It does not offer the +4 bonus in the first range Inc.

Zastaba Nosle CZN-M22 "9Weapon": The CZN-M22 is Section 9's standard issue weapon. Its a direct descendent of the FN P90 and like its predecessor, it is chambered to the 5.7mm round. It features a selector switch that allows you to choose between single shot, three round bursts and full-auto. The "9Weapon" also comes with a field kit, which includes interchangeable barrels for firing HV loads without adverse effects and a single shot 20mm grenade launcher (see Militech 25mm grenade launcher for stats). It holds 30 rounds.

H E A V Y     W E A P O N S
The weapons covered in this section fall under the Exotic Firearms Proficiency feat. Someone who wields a heavy weapon without the appropriate proficiency takes a –4 penalty on all attack rolls with the weapon.

Bullet               Ref DC          Damage
10 Shots              15                  2d12
20 Shots              16                  3d12
30 Shots             17                   4d12
40 Shots             20*                 4d12

7.62mm Rotary (Gattling) Cannon : Six barrels spin around, keeping cooling down and increasing the fire rate, allowing the Rotary to fire twice as fast as any other weapon. Therefore, the firer can allot to fire more shots in a round instead of ten. This increases the Ref save to and increases damage:

*A success roll will still strike for half damage.

30 mm Sniper Cannon: The most powerful Sniper weapon ever fires HV AP rounds that can penetrate the armored cockpit of a Jigibachi with ease. Clumsy in design, it requires a heavy weapon mount to fire properly. It offers no additional aiming systems like other sniping weapons, requiring Hawkeye data or plain old skill to target itself. However, its punch is its selling point. The target’s hardness only counts as half when absorbing the Sniper Cannon’s damage.

MMP-A2-Guided Rocket Launcher: The same as a regular rocket launcher except for the next two rounds, it makes an additional attempt to strike the target without the firer’s need to guide it. Its base bonus is +10. It, like the rocket, has an AC of 25, a hardness of 5, and 5 hit points. It strikes at the same initiative of the firer. If the firer’s base hit bonus is less than +10, than the firer may opt to let the weapon track is target on the first turn.

Kenbishi AMPT Sticky Gun: Kenbishi revolutionized the Multi-Ped Tank Industry more than a decade ago. Since then, they have perfected the technology, making once a far-fetched and impracticable technology feasible and effective on the battlefield. However, as Kenbishi’s designs spread throughout the globe, the executives knew there would emerge a market to combat these very same machines. Its not like Kenbishi to leave a stone unturned—better they create the technology before another company makes money developing it themselves. The AMPT Sticky Gun is huge, clumsy, and virtually 100% effective for what it does. It sends out a huge dollop of goop from an explosive shell loaded from behind. It creates a disc of super sticky glue 10 feet in diameter. Anything caught even touching will be held and will become entangled. The Ref DC for targets caught in the radius is 25. Targets struck directly cannot dodge. The target struck can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. If it is struck again before breaking free of the previous round, the DC rises from DC20 to DC25. Every additional shot increases the DC +5.

Railgun / Railcannon: Magnetically accelerate iron flechette launch at such velocities, they penetrate most armor without even slowing down. This is reflected in the weapon high critical rate.

RP18-AS - Rocket Launcher: The rocket can be struck if its target is more than 200 feet away. Its AC is 25, has a hardness of 5 and 5 hit points.

SPIW Mini 14 "Penetrator": The SPIW 2020 mini 14 Penetrator anti-tank launcher’s official name is “getymono”. It is known affectionately by Batou as "your standard issue big gun", the "Penetrator" is truly a monstrous weapon. An armor buster, the weapons takes out even the toughest of opponents. This semiautomatic fires 14.5mm HEAT shells from an over-the-shoulder position. It uses an advanced long-travel recoil absorption system, but even still, the recoil for this weapon is tremendous, and only the toughest troops can manage it. A STR check of 15 is required to avoid taking 1d4 pts of non-lethal damage to the firing arm. All hardness is half when dealing damage from the Penetrator.

O T H E R      R A N G E D      W E A P O N S
Ranged weapons that are not firearms include such diverse objects as crossbows, tazers, and pepper spray. The feat that provides proficiency with these weapons varies from weapon to weapon, as indicated on Table: Ranged Weapons.

Flamethrower: A flamethrower consists of a pressurized backpack containing fuel, connected to a tube with a nozzle. It shoots a 5-foot-wide, 30-foot-long line of flame that deals 3d6 points of fire damage to all creatures and objects in its path. No attack roll is necessary, and thus no feat is needed to operate the weapon effectively. Any creature caught in the line of flame can make a Reflex save (DC 15) to take half damage. Creatures with cover get a bonus on their Reflex save.
A flamethrower’s backpack has hardness 5 and 5 hit points. When worn, the backpack has a Defense equal to 9 + the wearer’s Dexterity modifier + the wearer’s class bonus. A backpack reduced to 0 hit points ruptures and explodes, dealing 6d6 points of fire damage to the wearer (no save allowed) and 3d6 points of splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage).
Any creature or flammable object that takes damage from a flamethrower catches on fire, taking 1d6 points of fire damage each subsequent round until the flames are extinguished. A fire engulfing a single creature or object can be doused or smothered as a full-round action. Discharging a fire extinguisher is a move action and instantly smothers flames in a 10-foot-by-10-foot area.
A flamethrower can shoot 10 times before the fuel supply is depleted. Refilling or replac ing a fuel pack costs 500.

NetGun: A short-range weapon with only 5 shots, a strike entangles the target. The victim receives –2 to attack rolls, -4 to Dex. The victim also cannot move. The victims needs to beat a Strength DC of 20 or an Escape Artist check (DC25) to escape. The web lasts 60 minutes.

Pepper Spray: A chemical irritant that can temporarily blind a target, pepper spray comes in a single-shot container. To use it, make a ranged touch attack against the target. The target must make a Fortitude saving throw (DC 15) or be blinded for 1d4 rounds.

Tazer: A tazer uses springs or compressed air to fire a pair of darts at a target. On impact, the darts release a powerful electrical current. On a successful hit, the darts deal 1d4 points of electricity damage and the target must make a Fortitude saving throw (DC 15) or be paralyzed for 1d6 rounds. Reloading a tazer is a full-round action that provokes attacks of opportunity.

S U P E R     H E A V Y     M O U N T E D     W E A P O N S

Mounted weapons MUST be mounted on a brace and cannot be hand held. Even still, these weapons incur an automatic –4 to hit while on turrets because of their clumsy nature. Super Heavies on fixed mounts only receive this penalty if the –4 is greater than vessels maneuverability penalty (which penalizes aiming). Super heavies cannot take alternative ammunition.

(EG: A vessel’s maneuver penalty is –4. Therefore, a Super Heavy Weapon would receive a –4 penalty on a turret and fixed. The advantage of having fixed is for firing arc. A vessel with a Penalty of –8 receives a –8 for firing a weapon fixed or –4 if its turret mounted. A vessel with a +4 Maneuverability balances out. Both Turret and fixed mounts receive 0 penalties.)

Bullet Ref         DC            Damage
20 Shots            17              2d12+12
30 Shots            19              3d12+12
40 Shots            22             4d12+12
50 Shots           24*            4d12+12

12.7 mm Rotary (Gattling) Cannon: Six barrels spin around, keeping cooling down andincreasing the fire rate, allowing the Rotary to fire twice as fast as any other weapon. Therefore, the firer can allot to fire more shots in a round instead of ten. This increases the Ref save to and increases damage:
*A success roll will still strike for half

Bullet Ref                 DC          Damage
30 Shots                    22          4d12+24
40 Shots                    24          5d12+24
50 Shots                   26*        5d12+24

30 mm Gattling cannon: Six barrels spin around, keeping cooling down and increasing the fire rate, allowing the Rotary to fire twice as fast as any other weapon. Therefore, the firer can allot to fire more shots in a round instead of ten. This increases the Ref save to and increases damage:
*A success roll will still strike for half

Gun-type Anti-aircraft 35mm Autonomous Anti-Aircraft Machine Cannon: Usually unmanned anti-aircraft machinegun that is standard issue by the JGSDA. It is also possible to control these autonomous units by direct link.

Twin Thunder Machine Gun: The Twin Thunder is a reduced-recoil .50 caliber machine gun capable of dispensing roughly 260 rounds per minute. The machine gun is designed for use in combat by two soldiers, a single gunner and an aide to feed the ammunition belt into the weapon. What makes the Twin Thunder unique from other modern machine guns is that its reduced recoil allows for greater accuracy over longer distances with less variance in the aim of the user. Later on, it was adapted with Cyberbrain remote access to it could operate from a distance from the controller. However, using this option incurs a –2 penalty to hit.

C O N C E A L E D     W E A P O N S     A N D     O B J E C T S
It’s assumed that, when attempting to conceal a weap­on or other object, a character is wearing appropriate clothing. Drawing a concealed weapon is more difficult than drawing a regularly holstered weapon, and normally requires an attack action. Keeping the weapon in an easier-to-draw position makes concealing it more difficult.

Sleight of Hand Checks: To conceal a weapon or other object, make a Sleight of Hand check. A character concealing an object before he or she heads out into public can usually take 10 unless he or she is rushed, trying to conceal it when others might see, or under other unusual constraints. Sleight of Hand can be used untrained in this instance, but the character must take 10.
Size and Concealment: The object’s size affects the check result, as shown on Table: Concealing Weapons and Objects. The type of holster used or clothing worn, and any attempt to make a weapon easier to draw, can also affect the check.
Spotting Concealed Objects:Noticing a concealed weapon or other object requires a Spot check. The DC varies: If the target made a roll when concealing an object, the DC of the Spot check to notice the object is the same as the target’s check result (an opposed check, in other words). If the target took 10 on his or her Sleight of Hand check, use this formula:

Spot DC = Target’s Sleight of Hand skill modifier (including modifiers from Table: Concealing Weapons and Objects) + 10

An observer attempting to spot a concealed object receives a –1 penalty for every 10 feet between him or herself and the target, and a –5 penalty if distracted. Patting someone down for a hidden weapon requires a similar check. However, the skill employed in Search, and the searcher gets a +4 circumstance bonus for the hands-on act of frisking the target. Some devices may also offer bonuses under certain circumstances (a metal detector offers a bonus to Search checks to find metal objects, for example).
Spotting Concealable Armor: Concealable armor can be worn under clothing if the wearer wants it to go unnoticed. Don’t use the modifiers from Table: Concealing Weapons and Objects when wearing concealable armor. Instead, anyone attempting to notice the armor must make a Spot check (DC 30).

R E L O A D I N G      F I R E A R M S
Reloading a firearm with an already filled box magazine or speed loader is a move action. Refilling a box magazine or a speed loader, or reloading a revolver without a speed loader or any weapon with an internal magazine, is a full-round action. Loading a belt of linked ammunition is a full-round action. Linking two belts together is a move action.

A M M U N I T I O N
Seburo Rounds:
Seburo manufacturers most ammunition in the future, both for their weapons and for other companies. Seburo is the largest weapons manufacturer in the world. Ammunition for firearms and other ranged weapons is covered on Table: Ammunition.
5.56mm, 7.62mm, 7.62mmR, .444, .50:
These calibers of ammunition are generally used in rifles, assault rifles, or machine guns, and are sold in boxes of 20 bullets each. The .50 caliber is a huge cartridge generally fired from heavy machine guns, but also adapted to a few models of powerful sniper rifles.
9mm, 10mm, .22, .32, .38 S, .357, .44, .45, .50AE: These calibers are generally used in pistols or submachine guns, and are sold in boxes of 50 bullets each. The .50AE pistol round is not compatible with the much larger .50 rifle-caliber cartridge (see above).
10-gauge Buckshot, 12-gauge Buckshot: Shotgun cartridges, also known as buckshot, are sold in boxes of ten. All other ammunition quantities are listed. If unsure of the weapon’s ammo type, refer to the closest weapon in range and damage.
High Velocity rounds: HV ammunition looks the same as its identical counterpart but costs five (x5) times as much. “HV” refers to actual ultra-high performance high-velocity armor-piercing shells. These shells were developed for handguns and submachine guns. HV bullets carry much high penetration power, but they do not have very good stopping against normal humans because they go right through them. Since these bullets are very effective against bulletproof vests, light armor, cyborgs, etc., they are fairly common but generally are not available to civilians. Each boxes comes with a warning label, indicating the weapon being fitted with HV ammo must be retrofitted with the appropriate components or risk damage to the firing mechanism or even the holder of the weapon. HV ammo fires faster and causes more damage upon impact. HV ammo ignores the first 5 points of hardness with every shot. The increased damage of HV ammo = the maximum roll of a single die of the original damage. If the original weapon does 3d6, it can now dish out 3d6+6. If the weapon was 4d12, it now strikes with 4d12+12! However, there is a drawback. Most handguns can fire HV ammo without problems, as long as they are mastercraft.

Table: Ammunition
Ammunition Type (Quantity)              Cost          Rest
5.00 mm (20)                                    30             Lic (+1)
5.56mm (20)                                     30             Lic (+1)
5.7 mm (50)                                      70             Lic (+1)
6 mm (50)                                         70             Lic (+1)
7.62mm (20)                                     30             Lic (+1)
7.62mm Rotary (50)                          90            Res (+2)
.454 caliber (20)                                50            Res (+2)
.50 caliber (20)                                  50            Res (+2)
9mm (50)                                           70           Lic (+1)
10mm (50)                                        100          Res (+2)
30 mm Sniper (5)                               50            Mil (+3)
12.7 mm Rotary (100)                       400          Mil (+3)
30 mm Rotary (100)                          700          Mil (+3)
35 mm (100)                                      700         Mil (+3)
.22 caliber (50)                                   60           Lic (+1)
.32 caliber (50)                                   60           Lic (+1)
.38 special (50)                                   60           Lic (+1)
.357 caliber (50)                                  80          Lic (+1)
.44 caliber (50)                                   100         Lic (+1)
.45 caliber (50)                                   120        Lic (+1)
.50AE caliber (50)                                80        Res (+2)
10-gauge buckshot (10)                        40        Lic (+1)
12-gauge buckshot (10)                        40        Lic (+1)
Railgun Slug (10)                                  200      Lic (+1)
14.5 HEAT (1)                                    100      Mil (+3)
Sticky Gun (1)                                      100     Res (+2)
Napalm Cylinder (Flamethrower)           500    Mil (+3)
Net Gun (1)                                           50      Lic (+1)
New Gun (Stun) (1)                                75      Lic (+1)

Ones taking HV ammo that are not Mastercraft risk a 5% chance the bullet will melt the fire mechanism, rendering the weapon useless, every time it is discharged.
With Longarms, the same rules apply. However, if set on anything other than single-shot, things get interesting. Every burst that fires has a 15% chance of melting the firing mechanism. Emptying the clip also carries a 50% chance of melting the mechanism. On that same roll, there is a 5% chance the gun will explode, dealing the weapon’s normal damage to the wielder.
Important NOTE: The additional damage only applies to structures, vehicles, and cyborgs, and not organics (normal humans).
Armor Piercing rounds: AP ammo costs three (x3) times as much as regular ammunition and is available in all forms except railguns. It does damage as normal but hardness only accounts for half when removing from the damage. The subject also has a –2 to Equipment Defense as well when being fired upon.
Anti-Cyborg Sabot rounds: ACS ammunition is available in all size ammunition below and including 20mm and above and including 5.7 mm (.38 caliber to .50 caliber). It cannot be used in any settings above single shot or it will jam its weapon on the second bullet if attempted. The ACS Sabot’s killing damage is half its normal dice (rounded down). The half remaining dice are doubled as electrical stun damage. (Eg: A Jericho deals 3D6 damage. It now deals 1d6 lethal damage and 4d6 Electrical stun damage. Anyone struck with an ACS Sabot must make a fort save. A fail at DC12 results in incapacitation for 2d4 rounds. A fail as DC18 results in stunning for 2d4 rounds. Every additional bullet that hits within 4 rounds of the previous bullet increases the DC by +2 to both DCs. If more than 4 rounds pass between strikes, the DC remains unchanged. Against cyborgs, the DC starts at +2 (DC14 & DC20).
The cost of ACS Sabot weaponry is x3 the normal price of ammunition.

E X P L O S I V E S     &     S P L A S H      W E A P O N S
These weapons explode or burst, dealing damage to creatures or objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and hand grenades are examples of these weapons.
All explosives must be detonated. Some, such as grenades, include built-in detonators. (Pulling the pin on a grenade is a free action.) Others require timers or other devices to set them off. Detonators are covered in Weapon Accessories.
A splash weapon is a projectile that bursts on impact, spewing its contents over an area, and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect. Explosives and splash weapons require no feat to use with proficiency unless they are fired or propelled from some sort of launcher or other device, in which case the appropriate Weapon Proficiency feat for the launcher is necessary to avoid the –4 nonproficient penalty.
Explosives and Splash Weapons Table: Explosives and splash weapons are described by a number of statistics, as shown on Table: Explosives and Splash Weapons.
Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon.
Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive. For splash weapons, all creatures within 5 feet of the weapon’s impact point take splash damage equal to the amount shown in this column.
Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage.
Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).
Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage.
Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill)
Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it is a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.
Weight: This column gives the weapon’s weight.
Cost: This is the purchase price of the weapon. This number reflects the base price and doesn’t include any modifier for purchasing the weapon on the black market.
Restriction: The restriction rating for the weapon, if any.
Scaling: Some weapons can be scaled. This increases their damage, size, and cost. All scaled explosives are immediately Illegal (+4) if not already. Levels do not stack.
Level 1: Standard
Level 2: Enlarged – 50% increase in damage dice and blast radius (round down). REF DC increases +2. Range Inc drops –5 feet (min 0). One size scale up. Weight doubles. Cost Doubles.
Level 3: Specialized Replacement-- Replacements for tank shells, Mortar rounds, or small bombs. 100% increase in damage dice and blast radius. REF DC increases +4. Cannot be thrown at all. Must be fired from an external launcher. One size scale up. Weight triples. Cost increases x4. Note: The 40 mm Grenade launcher falls under this category.
Level 4: Warhead -- 150% increase in damage dice and blast radius (round down). REF DC increases +4. Weapons MUST be warhead mounted or Bomb dropped. Two sizes scale up. Weight quadruples. Cost increases x8.
Level 5: Bomb -- 200% - 250% increase in damage dice and blast radius (round down). REF DC increases +8. Weapon must be a dropped bomb. Three size scales up. Weight increases x5. Cost increases by x10.

G R E N A D E S
Many explosives require detonators, which are described in Weapon Accessories.
C4/Semtex: So-called “plastic” explosives resemble slabs of wax. Hard and translucent when cold, these explosives warm up when kneaded, and then can be coaxed to take various shapes. The information on the table represents a 1-pound block. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them. Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The price given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. It is considered a moderate explosive for using a Craft (chemical) check to manufacture it.

Weapon

Dam

Dam. Type

Crit

Burst Radius

Reflex DC

Range Inc.

Size

Wt.

Rest.

Cost

Det cord

3d6

Fire

See text

12

Med

2 lb.

Res(+2)

150

EMP *

4d6

Lightning

--

2- ft

18

10 ft

Small

2 lb.

Mil(+3)

350

Fire Grenade*

10d8

Fire

--

20ft

18

10ft

Small

5lb.

ILL(+4)

550

Flash Grenade.*

Special

Special

--

10ft

Fort 18

10ft

Small

2lb.

Res(+2)

100

Fragmentation* grenade

4d6

Slashing

10 ft.

15

Tiny

1 lb.

Mil(+3)

200

High Intensity Discharge*

4d10+10

Concussion

--

10 ft.

15

10 ft

Lrg

10lb

Mil(+3)

600

Nerve Toxin Grenade*

Special

Gas

--

10ft

Fort 20

10ft

Small

3lb

ILL(+4)

500

Smoke grenade*

See text

10 ft.

Small

2 lb.

100

Sonic Grenade*

Special

Sonic

--

20ft

Fort 18

10ft

Small

3lb.

Res(+2)

150

Sonic pulse Grenade

3d6 special 1

Sonic

--

15 ft.

12

10 ft.

Tiny

1 lb.

Res(+2)

200

Tear Gas Grenade*

SeeText

10 ft.

SeeText

Small

2 lb.

Res(+2)

150

Thermite grenade*

7d6

Fire

5 ft.

12

10 ft.

Small

2 lb.

Mil (+3)

300

White Phosphorus* grenade

3d6

Fire

20 ft.

12

10 ft.

Small

2 lb.

Mil (+3)

200

Gertex

5d6

Concussion

10 ft.

18

Small

1 lb.

Mil(+3)

250

Semtex

6d6

Concussion

10 ft.

18

Small

1 lb.

Mil(+3)

250

* Can be scaled (see below)

Gertex: Gertex is a coined term. It’s a Czech-manufactured plastic explosive (PE), second in popularity only to Semtex. A real headache for security, it can’t be detected by sensors at airports, yet only 10 ounces of it can blow a 747 to smithereens. Additional blocks can be wired together, increasing the damage and burst radius; each additional block increases the damage by +2d6 and the burst radius by 2 feet, and requires a Demolitions check (DC 15) to link them. Although the damage statistics on the table represent a 1-pound block, C4 is sold in 4-block packages. The price given represents a package of 4 blocks. C4/Semtex requires a detonator to set off. It is considered a moderate explosive for using a Craft (chemical) check to manufacture it.
Det Cord: Det cord is an explosive in a ropelike form. Technically, det cord doesn’t explode—but it burns so fast (4,000 yards per second) that it might as well be exploding. Normally used to string multiple explosive charges together for simultaneous detonation (allowing a single detonator to set them all off), det cord can also be looped around a tree or post or other object to cut it neatly in half. The information on the table represents a 50-foot length. A length of det cord can be spread out to pass through up to ten 5-foot squares. When this is the case, it deals the indicated damage to all creatures in each 5-foot square through which it passes. It can also be doubled up; for each additional 5 feet of cord within a single 5-foot square, increase the damage by +1d6 to a maximum increase of +4d6. Det cord requires a detonator to set it off. It is considered a simple explosive for using a Craft (chemical) check to manufacture it.
EM402 - Electro-magnetic grenade: This grenade sends out large bursts of lightning which causes damage to everyone, even though it effects Cyborgs, electronics, and cybernetic components more.
Fire Grenade: A powerful napalm blast.
Flash Grenade: Those struck inside the blast radius must make a Fort save of DC 18 or be blinded for 1d6 hours.
M688 Fragmentation Grenade: This small explosive device must be fired from a 40mm grenade launcher, such as the M79. It sprays shrapnel in all directions when it explodes. The 40mm fragmentation grenade has a minimum range of 40 feet. If fired against a target closer than 40 feet away, it does not arm and will not explode. The purchase price given is for a box of 6 grenades.
High Intensity Discharge: The HID Grenade is the most common grenade used in Section 9 Tachikomas.
Nerve Toxin Grenade: A deadly and illegal weapon. Under 3HD of creatures die instantly if caught in the blast. 4-6 HD of creature need a Fort save against 20 or die. Above 6HD must save or take 1d10 damage per round in the gas.
Smoke Grenade: Military and police forces use these weapons to create temporary concealment. On the round when it is thrown, a smoke grenade fills the four squares around it with smoke. On the following round, it fills all squares within 10 feet, and on the third round, it fills all squares within 15 feet. The smoke obscures all sight, including the ability granted by night vision goggles. Any opponent within the area has total concealment (attacks suffer a 50% miss chance, and the attacker can’t use sight to locate the target). It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. Smoke grenades are available in several colors, including white, red, yellow, green, and purple. As such, they can be used as signal devices. The price given is for a box of 6 grenades.
Sonic Grenade: Those struck inside the blast radius must make a Fort Save DC 18 or be deaf for 1d6 hours.
Tear Gas Grenade: Military and police forces use these weapons to disperse crowds and smoke out hostage takers. On the round that it is thrown, a tear gas grenade fills a 5-foot radius with a cloud of irritant that causes eyes to fill with tears. On the following round, it fills a 10-foot radius, and on the third round, it fills a 15-foot radius. It disperses after 10 rounds, though a moderate wind (11+ mph) disperses the smoke in 4 rounds and a strong wind (21+ mph) disperses it in 1 round. A character caught in a cloud of tear gas must make a Fortitude save (DC 15) or be nauseated. This effect lasts as long as the character is in the cloud and for 1d6 rounds after he or she leaves the cloud. Those who succeed at their saves but remain in the cloud must continue to save each round. A gas mask renders the target immune to the effects. A wet cloth held over the eyes, nose, and mouth provides a +2 bonus on the Fortitude save.
Thermite Grenade: Thermite does not technically explode. Instead, it creates intense heat meant to burn or melt through an object upon which the grenade is set. Military forces use thermite grenades to quickly destroy key pieces of equipment. The price given is for a box of 6 grenades.
White Phosphorus Grenade: White phosphorus grenades use an explosive charge to distribute burning phosphorus across the burst radius. Any target that takes damage from a White Phosphorus grenade is dealt an additional 1d6 points of fire damage in the following round and risks catching on fire. In addition, a WP grenade creates a cloud of smoke. Treat a white phosphorus grenade as a smoke grenade (see above), except that it only fills squares within 5 feet of the explosion point. The purchase price is for a box of 6 grenades.
Sonic Pulse: A sonic pulse grenade deals 3d6 points of nonlethal sonic damage to any living creature in the burst radius. (Robots and other nonliving creatures are not affected.) In addition, creatures that take damage from the sonic pulse grenade must also succeed on a Fortitude save (DC 12) or be shaken for 1d4 rounds.
Grenades, Missiles, and Mines : Most explosives are given in the form of grenades. These grenades provide the base form for these weapons, but equivalent missiles or mines can also exist. To create a missile from a grenade covered here, simply take the base statistics of the grenade and use them as the statistics for ammunition for a missile launcher. Be sure to adjust the range increment, since missiles travel much farther than thrown grenades. Mines are treated in almost the opposite way; their range increment is eliminated. A mine must be placed to be effective. Despite differences in their form, missiles, mines, and grenades all have the same primary effect regardless of the method of delivery for their payloads.