Weapons and Armor

Below is a list of all Weapons, Ammunition, and Armor that are available to you in this Campaign.

## **Exotic Weapons**

**Air Pistol:** An Exotic Medium Pistol. Fires paint balls, which are typically filled with paint, and thus deal no damage. If you filled the paint balls with Acid however, each Acid Paintball still deals no damage, but lowers the SP of the target's armor (worn in the location shot) by one with each successful hit. Great for trying to capture someone alive. Damage dealt by this weapon cannot cause a Critical Injury. Ammunition costs the same as a normal Medium Pistol, even if filled with Acid.

**Battleglove:** A heavy gauntlet covering the hand and forearm. Contains three option slots for Cyberarm or Cyberlimb options. When worn, the options stored in the glove's slotes can be accessed. Putting on a Battleglove and taking one off is an Action. The cost to purchuse and install a Cyberarm option into the Battleglove is the same cost as doing so in a Cyberarm. Any options stored in the cyberare or meat arm the Battleglove is being worn over are inaccessible while the Battleglove is being worn. Cannot be concealed.

**Constitution Arms Hurricane Assault Weapon:** An Exotic 2 ROF Shotgun. It cannot make Aimed Shots. Its drum holds 16 shots. reloading requires using two Actions, and thus can only be done over the couse of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

**Dartgun:** An Exotic Very Heavy Pistol that can only load Non-Basic Arrow Ammunition. Unlike other weapons that fire Arrows, a Dartgun has a clip of 8 Non-Basic Arrows and must be reloaded just like a typical Very Heavy Pisol.

**Flamethrower:** An Exotica Shotgun fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. Mechanically, the flamethrower is a Shotgun that can only fire incendiary shotgun shells (ammunition cost is also the same as Incendiary Shotgun Shells), except that while your targets are ignited, until they spend an Action to put themselves out, they take 4 damage to their HP at the end of their turuns. If they were already on fire, this fire effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a Critical Injury, and cannot be used to make Aimed Shots.

**Kendachi Mono-Three:** An Excellent Quality Two-Handed Exotic Very Heavy Weapon. With the correct biometric key, damage dealt by htis weapon ignores the target's armor entirely if it is lower the SP11. Armor with a higher SP is still interacted with as normal. A high-tech katana with a nearly transparent crystal blade. Orbital crystal reinforces its redesigned mirsoscopically serrated edge witch vibrates four thousand times a minute when its handle is gripped by a user with the correct biometric key. In the hands of a user without the correct biometric key, the blade will not vibrate, leaving it only an Excellent Quality Two-Handed Exotic Very Heavy Melee Weapon. At no additional cost, and color of laser can be installed into the hilt to refract within the crystal blade, giving it a flaring neon glow. The most popular color is red.

**Malorian Arms 3516:** An Excellent Quality Exotic Very Heavy Pistol. It deals 5d6 damage with a single shot, and comes permanently installed with the Smartgun Link weapon attachment which must be connected (via Interface Plugs or a Subdermal Grip) in order for the weapon to operate. Extremely rare and sought after, this weapon is even more expensive today than in the past, when one even can be found for sale.

**Microwaver:** An Exotic Very Heavy Pistol. Instead of dealing damage, on a hit it forces the target to try to beat a DV15 Cybertech Check. If they fail, the GM chooses two pieces of their cyberware or carried electronics to become inoperable for a minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely. See Critical Injuries. Ammunition is costless, as it runs off easily rechargable (1 hour) battery packs that need to be replaces after 8 shots. Extra battery packs are 50eb (Costly).

**Militech "Cowboy" U-56 Grenade Launcher:** An Exotic 2 ROF Grenade Launcher. ITs magazine holds four grenades. Despite being an Exotic Weapon, it is capable of firing all forms or Grenade Ammunition. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

**Rhinemetall EGM-86 Railgun:** An Exotic Assult Rifle that is incapable of Autofire and Aimed Shots. It is fired with the Heavy Weapons Skill instead of the Shoulder Arms Skill. The weapon holds 4 shots. Damage dealt by this weapon ignores the target's armor entirely if it is lower than SP11. Armor with a higher SP is still interacted with as normal. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

**Shrieker:** An Exotic Very Heavy Pistol. Whenever a user fires this weapon without some form of ear protection, they suffer the Damaged Ear Critical Injury. Instead of dealing damage, on a hit it forces the taget to try to beat a DV15 Resist Torture/Drugs Check. If they fail, they suffer the Damaged Ear Critical Injury. Ammunition is costless as it runs off of easily rechargable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb (Costly).

**Stun Baton:** A One-Handed Exotic Medium Melee Weapon. If damage dealt by it 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 armor.

**Stun Gun:** An Exotic Heavy Pistol. If damage dealt by it 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 armor. Ammunition is costless as it runs off of easily rechargable (1 hour) battery packs that need to be replaced after 8 shots. Extra battery packs are 50eb (Costly).

**Tsunami Armes Helix:** An Exotic Assult Rifle, fired entirely with the Autofire Skill. It can only be fired using Autofire and cannot make Aimed Shots or fire in single shot. It holds40 bullets. When fired, the Helix consumes 20 bullets with every attack. If you hit, you roll 2d6 for damage, and multiply it by the amount you beat the DV to hit your target, up to a maximum of 5. Reloading this weapon requires using two Actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

## **Ammunition**

**Basic Ammunition:** This is the standard ammunition for the weapons. It has no special features. Ammo types available - All except Grenades and Rockets.

**Armor-Piercing Ammunition:** When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor. Ammo types available - All except Shotgun Shells

**Biotoxin Ammunition:** When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attck must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone whou fails is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. Ammo types available - Arrows and Grenades only.

**EMP Ammunition:** When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must instead attempt to beat a DV15 Cybertech Check. If they fail, the GM chooses 2 pieces of their Cyberware or carried electronics to become inopenable for 1 minute. Cyberlimbs that are rendered inoperable act as their meat counterpaarts do when they have been dismembered, but they still hang loosely. See Critical Injuries on PG. 187. Ammo types available - Grenades only.

**Expansive Ammunition:** When using this ammunition, whenever you cause Foreign Object Critical Injury, the victim rolls again on the Critical Injury table (PG. 187) until they roll a Critical Injury that isn't Foreign Objecy. The victim then suffers that Critical Injury as well. This second injury deals no Bonus Damage. Ammo types available - Arrows, Bullets, and Slugs.

**Flashbang Ammunition:** When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the damaged eye and damaged ear critical injuries (PG. 188) for the next minute. You do not take the bonus damage from the Critical Injuries. Ammo types available - Grenades only.

**Incendiary Ammunition:** When using this ammunition, whenever you deal damage to a target through their armor, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn. Multiple instances of this affect cannot stack. Ammo types available - Arrows, Bullets, Grenades, and Shotgun Shells.

**Poison Ammunition:** When using this ammunition, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with. Ammo types available - Arrows and Grenades only.

**Rubber Ammunition:** Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage dealt by this ammunition would reduce a arget with more then 1 HP to less than 0 HP, they are instead left at 1 HP. Ammo types available - Arrows, Bullets, and Slugs.

**Sleep Ammunition:** When using this ammunitoin, you deal no damage with your attack. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails is now Prone (PG. 169) and Unconscious for 1 minute or until they are woken by taking damage, or by someone else using an Action that touches them. Ammo types available - Arrows and Grenades.

**Smart Ammunition:** Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a user without Targeting Scope Cyberware, Smart Ammunition won't fire even if the trigger is pulled, as a safety feature. When using this ammunition, whenever you miss a sho by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit your target. This second chance to hit is made by rolling again to hit the exact shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the Check, with the only exception being LUCK. A target that can dodge bullets can choose to dodge this ranged attack as normal. Ammo types available - Arrows, Bullets, and Rockets.

**Smoke Ammunition:** Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. the typical penalty for trying to preform a task obscured by smoke is -4. Ammo types available - Grenades only.

**Teargas Ammunition:** When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (PG. 188) for the next minute. You do not take Bonus Damage from the Critical Injury. Ammo types available - Grenades only.

## Armor

**Leathers:** Thin leather with reinforced pads at shoulders, hips, and gut. Favored by Nomads and other 'punks who ride bikes. This also includes all those road-warrior wannabes wearing open-butt chaps and random sports equipment.

**Kevlar:** The favored protection for the past 90 years. to quote DuPont: *Kevlar* *is a heat-resistant, synthetic, lightweight fiber that delivers high tensile strength that brings improved protection and performance across a range of industries and applications.* Like when people are trying to stab or shoot you. Can be made into clothes, vests, jackets, business suits, and even bikinis.

**Light Armorjack:** A combination of Kevlar and plastic meshes inserted into the weave of the fabric. Armorjack provides superior protection, especially against high-velocity bullets.

**Bodyweight Suit:** Skinsuit with impact absorbing, sintered armorgel layered in key areas. Suprisingly, they are also breathable and quite comfortable. Besides giving you a measure of protection, a Bodyweight Suit also has a place to store your Cyberdeck and supports your Interface Plugs so they stay out of the way while you're busy brain-burning that fool who just dared to pop a Hellhound on you. Many Netrunners wear clothing over their Bodyweight Suits, but plenty don't. It's a matter of personal style. Unlike other armor, a Bodyweight Suit isn't bought in two pieces, and must always be worn on both your body and head location. Each location has its own SP11. When repaied, both pieces are repaired at the same time. you can't wear more than one Bodyweight Suit. Wearing a Bodyweight Suit adds one Hardware only Option Slot to a Cyberdeck connected to it. Hardware installed in the Bodyweight Suit cannot be accessed if the armor isn't worn and can only take up 1 Option Slot.

**Medium Armorjack:** Heavier Armorjack, with solid plastic plating, reinforced with thicker Kelvar mesh. Typical Street wear, this combines decent protection with a decent ost.

**Heavy Armorjack:** The thickest Armorjack, combining denser Kelvar and a layered mix of plastic and mesh weaves. It stops all but the heaviest attacks, but costs a pretty eb.

**Flak:** This is the 21st century version of the time-honored flek vest and pants with metal plates designed to provide protection from high explosive weaponry, artillery, grenades, shotguns, and anti-personnel mines. Modern flak will also stop many of the higher caliber rounds from automatic rifles.

**Metalgear:** You know how Evil Empire Storm Troopers just seem to stand there and teke the hit? Metalgear is the Dark Future equivalent of that type of armor: solid metal and plastic plates on a mesh body cover. Metalgear will stop almost anything, but you're going to be easier to hit then a one legged bantha in a potho race.

**Bulletproof Shield:** A transparent polycarbonate sheild that can protect you in a firefight. See Using a Shield in the Friday Night Firefight Section (PG. 183)