Ranged Weapons

+ Standard Roll: *Attacker's REF + Relevant Weapon Skill + 1d10* vs. *DV by Range and Weapon*.
	+ If Defender has REF 8+ roll vs. *Defender's DEX + Evasion Skill + 1d10*.
	+ If you beat the defender's roll (defender wins in a tie), you deal damage to the defender, reduced by the defender's armour.
* You can drop your ROF to 1 to make an **Aimed Shot**. This applies a -8 to your check to aim for these special areas, but if you hit you get an additional effect on top of the damage you deal as normal.
	+ **Head:** Multiply the damage that gets through the target's head armour by 2.
	+ **Held Item:** If at least a single point of damage gets through your target's body armour, your target drops one item of your choice that's held in their hands. It lands on the ground in front of them.
	+ **Leg:** If at least a single point of damage gets through your target's body armour, your target also suffers the Broken Leg Critical Injury if they have any legs left that aren't broken.

#### Autofire

* Autofire attacks are resolved via contested rolls.
	+ Standard Roll: *Attacker's REF + Autofire Skill + 1d10* vs. *DV by Range and Weapon*.
	+ If Defender has REF 8+ roll vs. *Defender's DEX + Evasion Skill + 1d10*.
	+ If you beat the defender's roll (defender wins in a tie), you deal 2d6 damage multiplied by the amount you beat the DV, up to a maximum denoted by the weapon's Autofire value. Damage is still reduced by the defender's armour.
* Autofire uses 10 bullets. If you don't have 10 bullets remaining in your magazine, you can't use Autofire.
* You cannot take an **Aimed Shot** when using Autofire.

#### Suppressive Fire

* Suppressive Fire attacks are resolved via contested rolls.
	+ Anyone within 25 m, out of cover, and in your front-facing line of sight must roll.
	+ Standard Roll: *Attacker's REF + Autofire + 1d10* vs. *Defender's WILL + Concentration + 1d10*.
	+ Anyone that fails must use their next Move Action to get into cover. If the Move Action is insufficient, they must also use the Run Action to get into cover or as close to cover as possible.
* Suppressive Fire uses 10 bullets. If you don't have 10 bullets remaining in your magazine, you can't use Suppressive Fire.

#### Shotgun Shells

* Shotgun Shell attacks are resolved via contested rolls.
	+ Standard Roll: *Attacker's REF + Shoulder Arms + 1d10* vs. *DV 13*.
	+ If Defender has REF 8+ roll vs. *Defender's DEX + Evasion Skill + 1d10*.
	+ If successful, every target in front of you in a 6m x 6m square takes shell damage, reduced individually by the defender's armour.
* You cannot take an **Aimed Shot** when using Shotgun Shells.

#### Explosives

* Explosives deal their damage to all targets in a 10m by 10m square, the centre of which is the intended target.
* If you roll under the DV required to hit the target, the attack lands in a random spot inside that square, and is centred there instead.
* Anyone with REF 8+ can try to individually dodge the blast by rolling *DEX + Evasion Skill + 1d10* higher than the original check.
* Explosives only go through cover if they deal enough damage to destroy that cover.

### Properties

* **Skill:** The weapon skill to use when making rolls to attack with the weapon.
* **Cost:** The cost of the weapon in Euro Dollars, the main currency of the system.
* **Ammo:** The ammo classification of the ranged weapon, which determines what type of ammunition it uses and by extension how much damage it deals per bullet when firing single shots.
* **Magazine:** The amount of bullets in the weapon before a reload is necessary.
* **Quality:**
	+ *Standard Quality* ranged weapons are the average weapon, with no additional benefit or disadvantages attached.
	+ *Poor Quality* ranged weapons malfunction whenever you roll a Critical Failure (a 1 on your Attack Check), requiring you to use an Action to reverse the malfunction before they can be used again. Unjamming your weapon doesn't require a Check.
	+ *Excellent Quality* melee weapons add a +1 to your Attack Check with it.
* **Damage:** The damage of a single shot from the weapon.
* **Rate of Fire (ROF):** How many times the weapon can be fired with a single Attack action.
* **Features:**
	+ *Concealable.* The weapon can be hidden using the Conceal/Reveal Object Skill when wearing appropriate clothing.
	+ *Long Reload.* The weapon takes 2 actions to reload instead of 1.
	+ *Stun.* If damage dealt by the weapon would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a Critical Injury and doesn't ablate armour.
	+ *Exotic.* The weapon has special features beyond the usual. These are listed at the end of the table. Exotic weapons are custom-made and are incompatible with weapon attachments unless specifically allowed.

## Militech International

* **M229 Ghost Mk.II:** This exotic submachine gun comes with a state-of-the-art integrated suppressor and uses caseless ammunition to be virtually silent unless fired at point blank range. It is completely inaudible through walls, and is a favourite for close quarter covert assaults. This weapon cannot use any different barrel attachments.
* **M90-X Stalker:** This exotic DMR comes with a quick-release magnetic frame that can be disassembled or assembled as an action. While disassembled, the gun is *Concealable*, but cannot be fired. Once assembled, it is ready to fire the next turn.
* **M148-FGM Scorpion:** This exotic rocket launcher uses a lock-on Fire & Forget system. As an Action, the shooter can initiate the lock sequence, targeting a vehicle (or an equivalent heat source) they can see. When the weapon is fired at a locked on target, the shooter rolls the Heavy Weapons Skill Check twice, using the better result.

## Tsunami Defense Systems

* **Tsunami Arisaka:** This exotic heavy sniper rifle uses magnetic acceleration to propel bullets at supersonic speeds. By using an action, this weapon can be mounted on a surface. When this weapon is mounted, you can use the Shoulder Arms Skill instead of the Heavy Weapons Skill to fire it. Firing this weapon requires BODY 11 or higher unless it is mounted.
* **Tsunami Raijin:** This exotic anti-vehicle sniper rifle is essentially a miniature railgun that cannot make Aimed Shots. It ignores target armour entirely if it is SP13 or lower. Armour is still ablated. By using an action, this weapon can be mounted on the included Bipod weapon attachment. Firing this weapon requires BODY 15 unless it is mounted. The weapon uses specialised 12.7×99mm UN Armour-Piercing ammunition that costs $x10 the usual amount. It cannot use any other ammunition.

## Exoscience

* Exoscience weapons automatically come pre-equipped with a Biometric Lock that cannot be removed and takes 1 attachment slot. It can only be replaced by a Smartgun Link.

## Malorian Arms

* **Malorian Coda 3516:** This custom, hand-made exotic handcannon, a recreation of the gun Eran Malour made for himself in his pirating days. It packs an heavier than usual punch, and is pre-equipped with a Smartgun Link weapon attachment. In place of the Reload action, the user can make a Handguns Skill check against a DV of 21 to reload the weapon for free.

## Techtronika

* Techtronika weapons have a toggleable mode with specialised anti-material capabilities. When this mode is turned on (does not require an action), ammunition from these weapons completely pierces through and ignores Thin Cover of any sort without damaging it, but the weapons require BODY 10 or higher to be properly operated.

## Power Armour Weaponry

* **XTR Weapons:** These exotic power weapons mark and auto-target hostiles during combat thanks to advanced combat AI. After firing at a target once with either weapon, that target is locked on. When the weapon is fired at a locked on target, the shooter rolls the Heavy Weapons Skill Check twice, using the better result. The suit can support up to five locked on targets at a time across all weapons.