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Notes

All page references are to Shadowrun, Third Edition unless otherwise specified.

Items in these notes marked as EXTENSION are things that are not present in the rules but are used for extra clarity

Aim

EXTENSION

High level summary of aiming devices installed on the weapon

Ammo

See p276 and 281. Usually expressed as CAPACITY (TYPE).

The books only list ammo for "guns", but here it is shown for all weapons (except thrown ones) to support battery charges and edge cases on projectile weapons. Thrown weapons are assumed to at least need recovering after each use, if they aren't destroyed on use like grenades

TYPE:

Availability

See p272. Expressed as TN/TIME INTERVAL

Conceal (Concealability)

See p270, p231, and p237.

Base TN for spotting the weapon when concealed on a person.

"—" indicates the item cannot be concealed on a person

Cost

See p272 for purchasing gear. Cost for legally purchasing the item

Damage

See p275 and p114. Expressed as POWER LEVEL (FLAGS) vs SOAK

FLAGS: SOAK:

Hands

See Cannon Companion p96.

This is only listed for Melee weapons. All Thrown weapons are assumed to be 1 handed. All projectile weapons are assumed be 2 handed unless otherwise specified. All firearms are 2 handed except for Pistols and Machine Pistols (yes the rules allow dual wielding SMGs, I don't care).

Reloading a weapon requires 2 hands unless otherwise specified

Legality

See p273. Expressed as TN[PERMIT]-CATEGORY.

How easily will cops notice the weapon is illegal and what kind of penalties does that carry

Modes

See p275 and 114.

Fire modes for the weapon

Range

See p109, p111, and Cannon Companion p113, p114.

The book lists each range band as min-max, but here only the max for each band is listed (as the minimum is the max of the previous range band)

HOUSERULE: the book lists ranges based on STR for projectile weapons, including crossbows. That seems weird so this uses STR Min in the range tables and works out the final ranges for weapons with a fixed STR Min value

RC

See p275 and 110.

Cancels out recoil penalties

Reach

See p275.

Many weapons in the books list Reach as "—" which is nonsense, for consistency they all have Reach 0 here

STR Min

See p117.

Strength below this value makes it harder to use the weapon. If listed as X+ the item can be bought with an arbitrary STR Min value ≥ X

Street Index

See p273.

Multiplier to the Cost when buying on the black market

Switching weapon configurations

Rulings:

Weight

See p274 for encumbrance.

Melee

Edged

Damage
Soak
Reach
Ammo
Hands
Weight
Conceal
Legality
Cost
Street Index
Availability
Bayonet (held)
(STR)L
I
0
off
0.75 kg
8
6-A
50¥
1
4/24 hrs
Skill: Edged Weapons

A bayonet is a long knife designed to be attached under the barrel of a rifle-sized weapon. When wielded in melee combat from the end of the weapon, in similar fashion to a spear, use the Pole Arms skill and the weapon stats in the table. The bayonet can also be detached and wielded as a standard knife using the Edged Weapons skill.

Source: Shadowrun, Third Edition, p32
Forearm Snap Blades
(STR)M
I
0
off
1.5 kg
7
4-B
850¥
2
4/48 hrs
Skill: Edged Weapons

External cyberspurs, featuring three blades mounted in a forearm sheath that are extendible and retractable with muscle-movement commands.

Source: Shadowrun, Third Edition, p275
Katana
(STR+3)M
I
1
1
1 kg
3
5-B
1000¥
2
4/48 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

The two-handed “samurai” sword favored by those with a taste for the romantic and old-fashioned.

Source: Shadowrun, Third Edition, p275
Katar
(STR+3)L
I
0
off
0.75 kg
7
6-A
800¥
2
5/72 hrs
Skill: Edged Weapons

Also known as a punch dagger or Bindi dagger, the handle of this East Indian weapon is shaped like the letter H, which creates protective guards extending along both sides of the forearm. A wide-based triangular blade protrudes from a bar across one end of the H. Modern versions of punch daggers feature a short, perpendicular grip, with the blade protruding from between the fingers. This weapon is designed to allow a well-placed strike and a forceful twist.

Source: Cannon Companion, p7
Knife
(STR)L
I
0
off
0.5 kg
8
8-A
30¥
0.75
2/4 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

A basic, all-purpose street cutter.

See also: Throwing Knife
Source: Shadowrun, Third Edition, p275
Kris
(STR)M
I
0
off
0.75 kg
7
5-A
1000¥
3
8/72 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

A wavy-bladed knife from Indonesia, the kris is widely believed to be spiritually in tune with its owner, and many enchanters have found this to be true.

Source: Cannon Companion, p8
Macauitl
(STR+2)M
I
1
1
1 kg
3
3-B
3000¥
2
18/7 days
Delicate, see description
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

A traditional Aztec weapon popular in Aztlan, the macauitl is a meter-long, wide-bladed ceremonial sword made of densiplast or oak. On opposite edges of the blade, sharpened slivers of obsidian provide the cutting edge. Though it looks juryrigged and ineffective, the macauitl is quite sharp and deadly. It can cut through flesh and clothing with relative ease; use the following rules for attacks against armored targets. Whenever the wielder strikes an armored target, roll 1D6. If the result is less than the target’s Impact armor (or barrier) rating, the obsidian blades on one edge break off, reducing the weapon’s Power to (STR + 1)M. If the blades on the remaining edge break off, the macauitl then functions as a club (use the Clubs skill, and the weapon inflicts (STR)M Stun damage).

Source: Cannon Companion, p8
Survival Knife
(STR+2)L
I
0
off
0.75 kg
6
6-A
450¥
1
3/6 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

Fine quality blade with a small compass, micro-lighter, night-glow stick and trauma patch (see p. 305) in the handle.

Source: Shadowrun, Third Edition, p276
Sword
(STR+2)M
I
1
1
1 kg
4
4-B
500¥
1
3/24 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

This refers to any of a variety of ceremonial styles and also covers some of the longer and more vicious knives.

Source: Shadowrun, Third Edition, p276
Tomahawk
(STR)M
I
1
off
0.5 kg
6
5-A
200¥
1
4/48 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

This hand axe has become popular in the Native American Nations, used by many who consider it a symbol of their cultural heritage. The blade of an authentic tomahawk is still chiseled from stone.

Source: Cannon Companion, p8
Vibro Knife
(STR)M
I
0
2 (h)
off
1 kg
7
6-A
1000¥
2
5/72 hrs
Not silent
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

Available in knife and sword form, the serrated blades of these weapons vibrate at a rate of more than 20 times a second, sawing as well as slicing their way through an object or person. This feature creates an audible humming when activated, preventing this weapon from being used for stealth attacks. Each vibro blade has a battery life of 2 hours, and takes 1 hour to recharge. Extra batteries can be purchased for 25 nuyen each. The weapon can be activated manually, or set to activate when the wielder grips the handle.

See also: Vibro Sword
Source: Cannon Companion, p8
Vibro Sword
(STR)S
I
0
2 (h)
1
2 kg
3
3-B
2000¥
2
5/72 hrs
Not silent
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

Available in knife and sword form, the serrated blades of these weapons vibrate at a rate of more than 20 times a second, sawing as well as slicing their way through an object or person. This feature creates an audible humming when activated, preventing this weapon from being used for stealth attacks. Each vibro blade has a battery life of 2 hours, and takes 1 hour to recharge. Extra batteries can be purchased for 25 nuyen each. The weapon can be activated manually, or set to activate when the wielder grips the handle.

See also: Vibro Knife
Source: Cannon Companion, p8
Ares Macrotechnology
Monosword
(STR+3)M
I
1
1
2 kg
3
3-B
1000¥
1
4/24 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

In its never-ending quest to perfect new weapons technology, Ares introduced this weapon as a “modern version of an old classic.” A basic, well-balanced broadsword, what makes the monosword unique is the superfine monofilament wire attached to the edges of the blade, making it extremely sharp and less likely to blunt. The monosword does not need regular sharpening.

Source: Cannon Companion, p8
Centurion Industries
Laser Crescent Axe
(STR)S
I
1
2 (h)
1
5.2 kg
2
3-B
3500¥
0.5
6/48 hrs
Delicate, see description
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

Centurion Industries designed this weapon for use against Awakened creatures, featuring a lightweight crescent-shaped axehead to prevent snagging and a pair of welding lasers mounted on either side of the blade. The lasers, attached perpendicular to the handle, focus their beams just past the blade’s edge, matching its crescent shape and improving the blade’s efficiency. While the Centurion axe is smaller than its ancient cousins, enabling a person to wield it with one hand, it maintains the traditional thumping chop common to a two-handed axe. However, the lasers are easily knocked out of alignment. Whenever the Centurion strikes an armored target, roll 2D6 and add the results. If the total is less than the target’s Impact armor (or barrier) rating, the lasers have been knocked out of alignment. Until it is realigned, the axe will inflict only (STR)M damage. Realigning the axe requires 30 minutes and an Electronics B/R (4) Test. Laser axes have a battery life of 2 hours and require 1 hour to recharge.

Source: Cannon Companion, p8
Cougar
Fineblade Knife (long)
(STR+1)M
I
0
off
0.75 kg
5
8-A
1500¥
3
8/72 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

Using state-of-the-art molecular bonding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions, the long blade inflicts greater damage but is harder to conceal. The short-bladed version can give the attacker the advantage of surprise.

Source: Cannon Companion, p7
Cougar
Fineblade Knife (short)
(STR)M
I
0
off
0.5 kg
8
8-A
800¥
3
5/72 hrs
Skill: Edged Weapons (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

Using state-of-the-art molecular bonding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions, the long blade inflicts greater damage but is harder to conceal. The short-bladed version can give the attacker the advantage of surprise.

Source: Cannon Companion, p7

Club

Damage
Soak
Reach
Ammo
Hands
Weight
Conceal
Legality
Cost
Street Index
Availability
Baseball Bat
(STR+1)M (s)
I
1
1
1 kg
5
legal
50¥
1
2/2 hrs
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 20
STR × 30
TN
4
5
6
9

Nearly any apparently harmless object (as well as the obviously harmful) can be converted into a weapon in the heat of combat. Desperate characters are always on the lookout for an opportunity to play dirty when trying to get the edge in a street scuffle. The gamemaster determines what items may be within a character’s reach during a fight and the exact effects of bashing someone over the head or gouging their eyes with an impromptu weapon. The Improvised Melee Weapons Table offers a sampling of possible weapons and their potential effects; gamemasters can adjust these effects as appropriate.

Source: Cannon Companion, p11
Club
(STR+1)M (s)
I
1
off
1 kg
5
6-C
10¥
1
2/6 hrs
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

Anything from a hickory “tire-knocker” to a baseball bat to a piece of 2 x 4 with a rusty nail.

Source: Shadowrun, Third Edition, p275
Extendable Baton
(STR+1)M (s)
I
1
off
1 kg
5
6-C
25¥
1
3/24 hrs
Collapsed
9
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

An extendable baton consists of either a hard shaft or flexible-coil shaft that telescopes out of a handle when flicked sharply. When collapsed, the baton is more easily concealed than a standard club. When extended, it has a Concealability of 5.

Source: Cannon Companion, p8
Mace
(STR+3)M (s)
I
1
1
2 kg
4
5-C
150¥
2
5/48 hrs
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

A mace is essentially a club with malicious intent slapped onto the end—a large weighted mass, often studded or spiked. Blunt maces are powerful even against armored opponents, inflicting (STR + 3)M Stun damage. Spiked maces can inflict a penetrating blow that causes (STR + 1)M Physical damage.

See also: Spiked Mace
Source: Cannon Companion, p8
Rattan Stick
(STR+1)M (s)
I
1
off
0.2 kg
5
8-C
10¥
1
2/6 hrs
vs Unarmored
(STR+1)S (s)
I
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

This lightweight club is popular among martial artists, especially those skilled in the fast-moving techniques of Filipino stick-fighting. Because these sticks weigh very little, treat these clubs as flechette ammunition for determining damage. Against unarmored targets, a rattan stick inflicts (STR + 1)S Stun damage; against an armored target the damage is (STR + 1)M Stun and the target uses his Ballistic armor rating or double his Impact armor rating for the Damage Resistance Test, whichever is higher.

Source: Cannon Companion, p10
Sai
(STR+2)M (s)
I
1
off
1 kg
6
8-C
10¥
1
4/48 hrs
+2 dice to disarm, see description
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 5
STR × 7
TN
4
5
6
9

The sai is a three-pronged defensive weapon that originated in Okinawa. While the sai can be used to inflict Stun damage, its primary function is to trap and hold an opponent’s weapon, thereby disarming him. A sai adds 2 dice to any attempt to disarm an opponent wielding a firearm, or melee weapon with a Reach of 1 or less (see Combat Options, p. 86 for rules on disarming combat).

Source: Cannon Companion, p10
Sap
(STR+2)M (s)
I
0
off
0 kg
8
5-C
10¥
1
2/6 hrs
Skill: Clubs

A small, springy club, specially designed for concealability.

Source: Shadowrun, Third Edition, p275
Spiked Mace
(STR+1)M
I
1
1
2 kg
3
4-C
150¥
2
5/48 hrs
Skill: Clubs (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

A mace is essentially a club with malicious intent slapped onto the end—a large weighted mass, often studded or spiked. Blunt maces are powerful even against armored opponents, inflicting (STR + 3)M Stun damage. Spiked maces can inflict a penetrating blow that causes (STR + 1)M Physical damage.

See also: Mace
Source: Cannon Companion, p8
Stun Baton
6S (e)
I
1
1
1 kg
4
5-C
750¥
1
3/36 hrs
Skill: Clubs

The standard riot-control weapon, this weighted stick delivers an electrical charge. (See Shock Weapons, p. 124.)

Source: Shadowrun, Third Edition, p276
Aztechnology
AZ-150 Stun Baton
8S (e)
I
1
12 (r)
1
1 kg
5
5-C
1500¥
2
3/36 hrs
Skill: Clubs

This high-energy stun baton was designed for use by security forces against orks, trolls and other large opponents. Though it delivers a bigger jolt than the standard stun baton, it carries only enough charge for twelve uses. The baton can be recharged at a rate of 1 use per 5 minutes of recharging. Use the rules for Shock Weapons (p. 124, SR3) when wielding the AZ-150.

Source: Cannon Companion, p10

Polearm

Damage
Soak
Reach
Ammo
Hands
Weight
Conceal
Legality
Cost
Street Index
Availability
Bayonet (mounted)
(STR+2)M
I
2
2
0.75 kg
5
6-A
50¥
1
4/24 hrs
Skill: Pole Arms

A bayonet is a long knife designed to be attached under the barrel of a rifle-sized weapon. When wielded in melee combat from the end of the weapon, in similar fashion to a spear, use the Pole Arms skill and the weapon stats in the table. The bayonet can also be detached and wielded as a standard knife using the Edged Weapons skill.

See also: Bayonet (held)
Source: Shadowrun, Third Edition, p32
Bo Staff
(STR+3)M (s)
I
2
2
2 kg
2
8-C
50¥
1
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

The bo staff is a hard, straight piece of wood, plastic or metal approximately two meters long. This is a two-handed weapon.

Source: Cannon Companion, p10
Claymore
(STR+1)S
I
2
2
6 kg
3-B
1000¥
2
4/48 hrs
Requires STR 4
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

This Scottish two-handed sword has tremendous reach, but is also massively heavy. Trolls love to wield this weapon as an intimidating reminder of how small the rest of the world is in comparison. Minimum Strength 4.

Source: Cannon Companion, p10
Combat Axe
(STR)S
I
2
2
2 kg
2
3-B
750¥
2
3/24 hrs
Thrusting point
(STR+2)L
I
0
12
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

A tungsten alloy axe with a spring-loaded thrusting point concealed in the handle.

Source: Shadowrun, Third Edition, p275
Harpoon
(STR+2)M
I
2
2
4 kg
2
4-C
500¥
2
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

A harpoon is a metal- or plastic-shafted spear with a barbed head used by divers for spearfishing and hunting large sea creatures. This is a two-handed weapon.

Source: Cannon Companion, p10
Javelin
(STR+2)L
I
2
2
2 kg
3
6-C
100¥
2
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 20
STR × 30
TN
4
5
6
9

An ancient throwing weapon, the javelin is a narrow, well-balanced spear with an extremely sharp tip. When used in conjunction with a spear thrower, the extra leverage increases the Strength of the wielder’s attack by 1.

Source: Cannon Companion, p10
No-dachi
(STR+1)S
I
2
2
5 kg
4-B
3000¥
3
8/72 hrs
Requires STR 3
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.25
STR × 0.5
STR × 1.25
STR × 1.75
TN
4
5
6
9

This two-handed Japanese sword is similar to a katana, but with a much larger curved blade. Minimum Strength 3.

Source: Cannon Companion, p11
Pole Arm
(STR+3)S
I
2
2
4 kg
2
3-B
500¥
2
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 0.33
STR × 0.66
STR × 1.65
STR × 2.31
TN
4
5
6
9

A spear-like weapon, usually featuring an axe-head or other blade. Uncommon on the streets.

Source: Shadowrun, Third Edition, p275
Spear
(STR+4)L
I
2
2
2 kg
2
4-C
200¥
2
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

Like all pole arms, the spear is virtually impossible to conceal and so is rarely seen in the sprawl. It is, however, an inexpensive and highly effective melee weapon.

Source: Cannon Companion, p11
Staff
(STR+2)L (s)
I
2
2
2 kg
2
4-C
200¥
1
4/48 hrs
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

A large, heavy stick, popular with magicians for that traditional look.

Source: Shadowrun, Third Edition, p276
Telescoping Staff
(STR+2)M (s)
I
2
2
3 kg
2
8-C
100¥
1
4/48 hrs
Collapsed
5
Skill: Pole Arms (Throwing Weapons at range)
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

When collapsed, this weapon is the size of a standard club. A quick spin telescopes sturdy staffs from each end, tripling its length. Like the extendable baton, this weapon is more easily concealed when closed than a standard staff.

Source: Cannon Companion, p11

Whip

See rules p276

Damage
Soak
Reach
Ammo
Hands
Weight
Conceal
Legality
Cost
Street Index
Availability
Chain
(STR+2)M (s)
I
1
1
2 kg
5
legal
50¥
1
2/2 hrs
Skill: Whips

Nearly any apparently harmless object (as well as the obviously harmful) can be converted into a weapon in the heat of combat. Desperate characters are always on the lookout for an opportunity to play dirty when trying to get the edge in a street scuffle. The gamemaster determines what items may be within a character’s reach during a fight and the exact effects of bashing someone over the head or gouging their eyes with an impromptu weapon. The Improvised Melee Weapons Table offers a sampling of possible weapons and their potential effects; gamemasters can adjust these effects as appropriate.

Source: Cannon Companion, p11
Kusarigama
(STR+1)M
I
2
2
1 kg
8
5-C
200¥
2
6/48 hrs
Skill: Whips

Made famous by ninja flicks cranked out assembly-line style, the kusarigama consists of a sickle attached to a long length of chain ending in a weighted ball. The chain is used to entangle or strangle an opponent, while the ball and sickle provide pummeling and slicing attacks, respectively. The kusarigama can be used to snare an opponent in the same manner as a whip (p. 276, SR3). This is a two-handed weapon.

Source: Cannon Companion, p11
Manriki-Gusari
(STR+1)M
I
2
2
1 kg
10
5-C
150¥
2
6/48 hrs
Skill: Whips

The manriki-gusari is a long chain with a heavy spherical weight on each end. It is equally effective for trapping, strangling or bludgeoning an opponent. The manriki-gusari can ensnare a foe in the same way as a whip (p. 276, SR3), and may inflict damage during the entanglement attack. This is a two-handed weapon.

Source: Cannon Companion, p11
Monofilament Whip
10S
I
2
off
0 kg
10
1-J
3000¥
3
24/14 days
Soaked by 1/2 Impact Armor
Skill: Whips

An uncommon and feared weapon on the streets of 2060. Though not truly monomolecular, the monofilament whip can inflict significant damage. It consists of a short haft that holds the monofilament line when not in use. The line can extend out to two meters, which gives it +2 Reach.

The whip action, the presence of a weighted tip and the danger posed by the monofilament line all make wielding this weapon difficult, at best. If an attack misses solely because the target’s Combat Pool dice successes exceed the attacker’s suc­cesses (a possibility only if using the optional Full Defense rule; see Combat, p. 123), or if the attacker rolls more 1s than suc­cesses, the attacker risks being hit by the whip. When this occurs, make a separate Whip Test against a Target Number 6. If the test yields no successes, the whip strikes the attacker. The attacker must then make a Damage Resistance Test (Body dice plus Combat Pool dice) against the weapon’s standard Damage Code of 10S. Impact armor protects against the monofilament whip, but its rating is halved (round down). Barrier Ratings are doubled against a monowhip.

Source: Shadowrun, Third Edition, p275
Morning Star
(STR+2)M
I
2
1
2 kg
4
4-C
250¥
2
5/48 hrs
Skill: Whips

The morning star is a spiked or studded ball attached to a shaft by a length of chain. The momentum created by the chain allows this whip-style weapon to inflict Physical damage. This brutal weapon was popular in the Middle Ages and remains so with the barbaric at heart. The weapon can also be used to entangle an opponent in the same manner as a whip (p. 276, SR3).

Source: Cannon Companion, p11
Nunchaku
(STR+1)M (s)
I
1
off
0.75 kg
7
8-C
100¥
1
4/48 hrs
Skill: Whips

A weapon developed in Okinawa from a rice thresher, nunchaku are composed of two short lengths of wood or metal connected by a rope or chain. Skilled users can break bones with this weapon.

Source: Cannon Companion, p11
Three-section Staff
(STR+2)M (s)
I
2
2
2 kg
4
8-C
200¥
2
5/72 hrs
Skill: Whips

A larger version of the nunchaku, this two-handed weapon is made up of three lengths of wood or metal, connected in line by chains or ropes.

Source: Cannon Companion, p11
Whip
(STR)L
I
2
off
1 kg
5
10-C
300¥
2
4/48 hrs
Skill: Whips

Standard bull-whip with a weighted metal tip. Against armored targets, damage from bullwhips is reduced by twice the Impact Armor Rating. Whips can be used to snare an opponent instead of doing damage—each net success on the Attack Test provides one die. These dice are then used for an Open Test. The highest number rolled is the target number for the victim’s Strength Success Test to free himself from entanglement (which takes a Complex Action).

Source: Shadowrun, Third Edition, p276

Other

Damage
Soak
Reach
Ammo
Hands
Weight
Conceal
Legality
Cost
Street Index
Availability
Chainsaw
(STR+2)S
I
1
2
5 kg
legal
1000¥
1
4/24 hrs
Skill: Chainsaw

Nearly any apparently harmless object (as well as the obviously harmful) can be converted into a weapon in the heat of combat. Desperate characters are always on the lookout for an opportunity to play dirty when trying to get the edge in a street scuffle. The gamemaster determines what items may be within a character’s reach during a fight and the exact effects of bashing someone over the head or gouging their eyes with an impromptu weapon. The Improvised Melee Weapons Table offers a sampling of possible weapons and their potential effects; gamemasters can adjust these effects as appropriate.

Source: Cannon Companion, p11
Shock Glove
(STR−1)M (s)
I
0
8 (r)
off
0.5 kg
9
8-C
950¥
0.75
5/48 hrs
Extra shock damage
7S (e)
I
Price for one
Skill: Unarmed Combat

Insulated plas-fabric gloves with a wire-mesh covering. When triggered by impact, mounted capacitors discharge an electric current. When striking with shock gloves, fist damage is reduced to (STR –1)M, but the gloves deliver an extra 7S Stun (see Shock Weapons, p. 124 of the Combat section). Can be dis­charged 8 times before requiring a 1-hour recharge.

Source: Shadowrun, Third Edition, p275
Unarmed
(STR)M (s)
I
0
off
Skill: Unarmed Combat
Source: Shadowrun, Third Edition, p275
Vashon Island
Hardliner Gloves
(STR+1)M (s)
I
0
off
0.5 kg
9
8-C
300¥
0.75
2/24 hrs
Price for a pair
Skill: Unarmed Combat

To accompany the Sleeping Tiger line, Vashon Island produces an array of stylish leather gloves that discreetly provide a little extra punch when the chips are down. Each glove contains a thin layer of densiplast set into the knuckles and along the edge of the hand, essentially making the gloves an effective set of knuckle-dusters. A character using these to attack uses the Unarmed Combat skill.

Source: Cannon Companion, p49

Projectile

Bow

Bow accessory mount (Cannon Companion p13) allows mounting one firearm accessory

Damage
Soak
STR Min
Ammo
Weight
Conceal
Legality
Cost
Street Index
Availability
Bow
(STR Min+2)M
I
1+
ready
1 kg
2
5-D
100¥ × STR Min
1
3/36 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR Min × 1
STR Min × 10
STR Min × 30
STR Min × 60
TN
4
5
6
9

A traditional longbow of fiberglass or wood, or a modern compound-and-pulley bow.

Source: Shadowrun, Third Edition, p276
Ranger-X
Bow
(STR Min+4)M
I
2+
ready
1.5 kg
2
5-D
120¥ × STR Min
2
3/36 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR Min × 1
STR Min × 10
STR Min × 30
STR Min × 60
TN
4
5
6
9

The result of computer-aided design and state-of-the-art materials, this compound bow can propel arrows farther and faster than any other bow in its weight class. The bow is most commonly used with the Ranger-X precision arrows, which are constructed from a lightweight polymer that allows less flex when the arrow leaves the bow.

Source: Cannon Companion, p13

Crossbow

Bow accessory mount (Cannon Companion p13) allows mounting one firearm accessory

Damage
Soak
STR Min
Ammo
Weight
Conceal
Legality
Cost
Street Index
Availability
Heavy Crossbow
8S
I
5
ready
4 kg
5-D
750¥
1
6/36 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
25
75
200
300
TN
4
5
6
9

Crossbows may be Light, Medium of Heavy. Light crossbows are cocked by hand, while the heavier models use built-in side-wheel gear to assist re-cocking.

Source: Shadowrun, Third Edition, p276
Light Crossbow
6L
I
3
ready
2 kg
2
6-D
300¥
1
4/36 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
6
24
60
180
TN
4
5
6
9

Crossbows may be Light, Medium of Heavy. Light crossbows are cocked by hand, while the heavier models use built-in side-wheel gear to assist re-cocking.

Source: Shadowrun, Third Edition, p276
Medium Crossbow
6M
I
4
ready
3 kg
2
6-D
500¥
1
5/36 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
12
48
120
200
TN
4
5
6
9

Crossbows may be Light, Medium of Heavy. Light crossbows are cocked by hand, while the heavier models use built-in side-wheel gear to assist re-cocking.

Source: Shadowrun, Third Edition, p276
Pistol Crossbow
4L
I
2
ready
1 kg
5
8P-D
500¥
1
5/36 hrs
Can be fired one handed
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
4
16
40
80
TN
4
5
6
9

This mini-crossbow can be held and shot with one hand and fires short, lightweight bolts. While it inflicts minimal damage, its compact size and silent operation make it ideal for use in high-traffic public areas or as a tool in a prankster’s arsenal.

Source: Cannon Companion, p13
Repeater Crossbow
6M
I
4
5 (m)
2 kg
2
5P-D
800¥
1
8/48 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
12
48
120
200
TN
4
5
6
9

A “bolt magazine” autofeeds a new bolt into the repeater crossbow as the bowstring is automatically pulled back and cocked after each shot. Unlike other crossbows, only the first shot requires a Ready Weapon Simple Action, and the bow can be fired repeatedly until the magazine is empty. The magazine holds 5 standard crossbow bolts and fires at medium crossbow ranges.

Source: Cannon Companion, p13

Other

Damage
Soak
STR Min
Ammo
Weight
Conceal
Legality
Cost
Street Index
Availability
Blowgun
special
0
1 (b)
0.25 kg
7
10-D
10¥
1
4/12 hrs
Skill: Blowgun
Range
Short
Medium
Long
Extreme
Distance (m)
3
8
12
15
TN
4
5
6
9

A blowgun is simply a long, narrow tube used to propel a dart or large needle by blowing forcefully through the tube. Though the weapon offers the advantage of being absolutely silent, users must be careful not to inhale and swallow the projectile. Because the darts and needles inflict only a pinprick wound, blowguns are primarily used to inject the target with a toxin or compound (see the Drug Rules provided on p. 105, M&M).

Double the effectiveness of Impact armor against blowgun needles and darts. A box of 20 needles or darts can be purchased for 5 nuyen.

Source: Cannon Companion, p31
Sling Launcher
as projectile
5
ready
7 kg
5-D
40¥
1
1/14 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
15
25
100
150
TN
4
5
6
9

This oversized slingshot requires two anchoring points and room for a two-meter draw. It can fire anything from grenades to water balloons, and the pouch can hold anything that weighs less than a kilogram. The launcher’s range is the same as that of an aerodynamic grenade (see p. 119, SR3) and its payload scatters in the same way.

Two characters may serve as anchor points, holding the ends while a third character draws. Increase both the target number and the number of dice used to determine scatter by 1. Each character must meet the minimum Strength requirement; use the lowest Strength of the three characters for range.

HOUSERULE: range is based on the STR Min value of 5

Source: Cannon Companion, p13
Slingshot
(STR Min+2)L (s)
I
1+
ready
0.5 kg
8
8-D
5¥ × STR Min
1
2/12 hrs
Skill: Projectile Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR Min × 1
STR Min × 2
STR Min × 5
STR Min × 7
TN
4
5
6
9

Modern versions of the slingshot incorporate a wrist brace that reduces the movement of the arm (the weapon’s “recoil”) to allow more accurate firing. These can be used to fire small projectiles such as ball bearings or marbles. The slingshot uses the same range as the shuriken. This pesky weapon is favored by snot-nosed brats and adults who are still punks at heart.

Source: Cannon Companion, p13

Throwing

Damage
Soak
Weight
Conceal
Legality
Cost
Street Index
Availability
Brick
(STR+2)L (s)
I
1 kg
6
legal
1
2/2 hrs
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1.5
STR × 2.5
STR × 5
STR × 10
TN
4
5
6
9

Characters may throw any number of common items to inflict damage. As with improvised melee weapons, the gamemaster determines what items may be within a character’s reach during a fight and the effect of a thrown item. The Improvised Weapons Table suggests potential weapons and appropriate statistics. Gamemasters can adjust these effects to suit their game.

Source: Cannon Companion, p14
Caltrop
(STR−1)L
I
0.5 kg
8
8-A
1
3/36 hrs
Damage when stepped on
(BOD)L
I
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

Also known as crows’ feet, caltrops consist of a welded group of small spikes designed to lie on a surface with at least one spike facing upward. Caltrops are most often scattered in handfuls on the ground to deter foot pursuit.

When a character throws down caltrops, use the standard grenade ranges and make a Throwing Weapons Test, noting the number of successes. Any character crossing an area littered with caltrops must make a Quickness Test against a target number equal to the number of caltrops. Apply a +4 target number modifier if the character is unaware of the caltrops’ presence, and any other modifiers the gamemaster considers appropriate for the size of the area and the density of coverage. If the character fails the test, they step on a caltrop and suffer the Damage Code listed (based on their own BOD). Successes from the attacker’s Throwing Weapons Test may be used to stage damage up in the same way as for a thrown grenade, or they may be used to increase the Quickness Test target number by 1 for every 2 successes. Unless the victim is wearing heavy or armored boots, armor does not protect against this damage.

Caltrops are ineffective as a direct-attack thrown weapon, inflicting only (STR – 1)L damage.

Source: Cannon Companion, p14
Net
none
4 kg
2
legal
500¥
2
5/48 hrs
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

Nets can be used to trap and subdue an opponent. Modern nets are made of durable, lightweight, hard-to-cut hybrid weaves and are weighted around the edges. This is a two-handed weapon.

The attacker makes a Throwing Weapons Test to use the net, and the defender makes a Dodge Test. If the attacker’s successes equal or exceed half the defender’s Quickness (round down), the defender is trapped by the net. For each of his successes, the attacker may add 1 die to an Open Test to determine the target number for the defender’s Strength or Quickness Test to escape. Escaping requires a Complex Action, and each full Combat Turn that passes or friend that aids the escape reduces the target number by 1.

Use a Barrier Rating of 6 for cutting through a net.

Source: Cannon Companion, p13
Rock
(STR+1)L (s)
I
0.5 kg
8
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

Characters may throw any number of common items to inflict damage. As with improvised melee weapons, the gamemaster determines what items may be within a character’s reach during a fight and the effect of a thrown item. The Improvised Weapons Table suggests potential weapons and appropriate statistics. Gamemasters can adjust these effects to suit their game.

Source: Cannon Companion, p14
Shuriken
(STR)L
I
0.25 kg
8
6-D
30¥
2
2/24 hrs
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 1
STR × 2
STR × 3
STR × 5
TN
4
5
6
9

A multi-edged or spiked, airfoil throwing blade.

Source: Shadowrun, Third Edition, p276
Throwing Knife
(STR)L
I
0.25 kg
9
8-D
20¥
1
2/24 hrs
Skill: Throwing Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
STR × 3
STR × 5
STR × 10
STR × 20
TN
4
5
6
9

Any of a variety of slim knives or spikes.

See also: Knife
Source: Shadowrun, Third Edition, p276

Pistol

Holdout

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Bracer
6L
B
SS
1 (b)
0
0.3 kg
7
8P-E
1300¥
3
12/7 days
+1 TN to all attacks
Skill: Bracer
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

This weapon is a large platinum bracelet designed to fire a single bullet. A small button-trigger just below the wrist fires the weapon. Because it lacks a barrel, the bracer is somewhat inaccurate and modifies the target number by +1 when firing. The bracer uses the hold-out pistol ranges. It cannot mount any accessories.

Source: Cannon Companion, p31
Gun Cane
6L
B
SS
1 (b)
0
1 kg
2
8P-E
500¥
2
10/7 days
TN 9 to spot the firing mechanism
Skill: Gun Cane
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

An ordinary looking walking stick, the gun cane is built with a mechanism to fire a single bullet from its tip. The Concealability Rating of the weapon is 2 if the entire cane is being hidden, and 9 if observers are trying to detect a firing mechanism within it. The gun cane uses hold-out pistol ranges and it cannot mount any accessories.

Source: Cannon Companion, p31
Cavalier
Scout
4L
B
SA
7 (c)
0
0.25 kg
9
10P-E
600¥
2
10/72 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

Perhaps the most compact semi-automatic pistol designed to date, the Scout can easily be concealed in a pocket. The gun even features a pocket clip on its frame to keep it in place.

Source: Cannon Companion, p15
Fichetti
Tiffani Self-Defender
4L
B
SS
4 (c)
0
0.5 kg
8
10P-E
450¥
0.75
2/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

The predecessor of the Tiffani Needler, the Self-Defender is also available in several colors and is small enough to be easily concealed. Unlike the Needler, however, the Self-Defender can fire a variety of ammunition.

Source: Cannon Companion, p16
Fichetti
Tiffany Needler
5M (f)
2I|B
SA
4 (c)
0
0.5 kg
8
10P-E
650¥
2
7/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

Available in a wide variety of colors and styles, the Tiffani Needler is the social climber’s handgun, designed especially for those who desire to coordinate their weaponry with their evening wear. The Needler can fire only flechette rounds.

Source: Cannon Companion, p16
Morrissey
Élan
5L
B
SA
5 (c)
0
0.5 kg
8
10P-E
500¥
2
8/7 days
Non magnetic
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

Self defense for the fashion conscious, the Élan is composed entirely of polyresin and cannot be detected by magnetic anomaly detectors (MADs), though its ammunition may be detected. Its designers shaped it to look like an extension of its user’s hand, a choice that prevents the Élan from firing flechette rounds.

Source: Cannon Companion, p16
Raecor
Sting
4M (f)
2I|B
SS
5 (c)
0
0.25 kg
9
10P-E
375¥
2
10/7 days
Non magnetic
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

The Sting is commonly referred to as a “lemon-squeezer” design, meaning the barrel protrudes from between the firer’s index and middle fingers, and the gun is fired by simply making a fist. The circular magazine rotates and automatically loads the next mini-flechette round.

Constructed entirely from polyresins, the Sting cannot be detected by magnetic weapon detection systems. Its limitation to flechette ammunition is considered a drawback.

Source: Cannon Companion, p16
Streetline
Special
4L
B
SS
6 (c)
0
0.5 kg
8
10P-E
100¥
0.75
2/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

This hold-out pistol is a common weapon among those on society’s bottom rung. Made of composite materials, it is small, lightweight and extremely concealable.

Source: Shadowrun, Third Edition, p276
Walther
Palm Pistol
4L
B
SS
2 (b)
0
0.25 kg
9
10P-E
200¥
0.75
3/12 hrs
Fire both barrels as Short Burst
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

This European hold-out design packs one large-caliber round in each of its over-under barrels. A select switch allows the user to fire both barrels simultaneously (treat as a short burst; see Short Bursts, p. 115 of Combat).

Source: Shadowrun, Third Edition, p277

Light

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
Light Fire 70
6L
B
SA
16 (c)
0
0.5 kg
5
8P-E
475¥
0.8
3/12 hrs
Custom silencer
+0.1 kg
−1
+650¥
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

The Light Fire 70 is one of the lightest pistols on the market. A special barrel-mounted silencer exclusive to the Light Fire 70 is also available, with a Concealability modifier of –1, a weight of .1 kg and a cost of 650 nuyen.

Source: Cannon Companion, p16
Beretta
101T
6L
B
SA
12 (c)
0
1 kg
5
8P-E
350¥
0.8
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

This streamlined, light personal weapon is favored by corporate personnel.

Source: Shadowrun, Third Edition, p277
Beretta
200ST
6L
B
SA, BF
26 (c)
1
2 kg
4
6-G
750¥
1.5
5/24 hrs
Stock detached
0
Burst fire requires a Complex Action
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: detachable stock
A light pistol with a touch of machine pistol thrown in, the 200ST is capable of burst fire, which requires a Complex Action to perform. In addition to the extended clip, the weapon includes a detachable shoulder stock, providing 1 point of recoil compensation.
Source: Cannon Companion, p16
Ceska
vz/120
6L
B
SA
18 (c)
0
1 kg
7
8P-E
500¥
0.8
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Produced by the Czech manufacturing firm Ceska Zbrojovkain Prague, the vz/120 is the premier East European light service pistol and is the official sidearm of the Czech Mechanized Command.

Source: Cannon Companion, p16
Colt
America L36
6L
B
SA
11 (c)
0
1 kg
6
8P-E
350¥
0.8
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

This light American design is popular among the style-conscious because of its sleek profile, which also makes it easy to conceal.

Source: Shadowrun, Third Edition, p277
Colt
Asp
6L
B
SA
6 (cy)
0
1 kg
5
8P-E
200¥
0.5
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

Advertised as a cheap, effective weapon, this light revolver is a solid performer in all respects. Its limited ammo capacity, however, encourages users to end conflicts quickly. The Asp cannot be mounted with a silencer.

Source: Cannon Companion, p16
Fichetti
Executive Action
6L
B
SA, BF
24 (c)
0
1.5 kg
6
6-G
1150¥
3
14/7 days
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Marketed as capable of “firing so fast it doesn’t have time to recoil,” the Executive Action can be used in burst fire mode. There is no integral recoil modification, however, and standard recoil rules apply.

Source: Cannon Companion, p16
Fichetti
Security 500
6L
B
SA
12 (c)
0
1 kg
7
8P-E
400¥
0.8
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Designed for light security work, the Fichetti 500 accepts a full range of pistol accessories. Mint 500a models come with an extended 25-round clip and a detachable shoulder stock (which provides 1 point of recoil compensation).

Source: Shadowrun, Third Edition, p277
Fichetti
Security 500a
6L
B
SA
25 (c)
1
1.25 kg
6
8P-E
550¥
0.8
3/12 hrs
Stock detached
0
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: detachable stock

Designed for light security work, the Fichetti 500 accepts a full range of pistol accessories. Mint 500a models come with an extended 25-round clip and a detachable shoulder stock (which provides 1 point of recoil compensation).

Source: Shadowrun, Third Edition, p277
Hammerli
Model 610s
6L
B
SA
6 (c)
1
2.5 kg
4
6P-E
1300¥
2.5
8/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 1
  • Stock Mount: available

Featuring customizable grip pads for comfort, the Model 610S is sleek and stylish. It can accommodate top-mounted accessories, but has no room for barrel mounts due to an integral gas-vent system that provides 1 point of recoil compensation. Because this weapon is designed as a target pistol, it uses the ranges for heavy pistols.

Source: Cannon Companion, p16
Seco
LD-120
6L
B
SA
12 (c)
SL
0
1 kg
5
8P-E
400¥
0.8
3/12 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Stock Mount: available

A modern remake of the venerable Israeli LD-100, this light pistol boasts an integral top-mounted laser sight.

Source: Cannon Companion, p16
Shiawase Armaments
Puzzler
6L
B
SA
12 (c)
0
0.75 kg
6
8P-E
900¥
2
9/1 wks
Non magnetic. Can be broken down into camouflaged components
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Manufactured by Shiawase Armaments, this weapon is completely composed of polyresin materials and cannot be detected by magnetic weapon scanners. The gun can be broken down into component parts that mimic jewelry and other commonly carried items, making it even easier to transport illegally. Recognizing the various components as belonging to a gun requires a Pistols B/R (6) or Perception (10) Test. Despite its name, the Puzzler can be easily assembled or disassembled with a Pistols B/R (4) Test and a base time of 10 Combat Turns.

For maximum concealability, those attempting to smuggle this weapon often carry Hi-C plastic rounds for ammunition (see p. 38).

Source: Cannon Companion, p16
Taurus
Multi-6
6L
B
SA
6 (cy)
0
1 kg
6
8P-E
500¥
0.75
5/24 hrs
Loaded with heavy pistol ammo
7M
B
SS
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
Loaded with heavy pistol ammo
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

A reliable revolver designed to handle a wide variety of ammunition types, the Multi-6 is most commonly loaded with light pistol ammunition (6L), which provides it with a standard rate of fire. The Multi-6 can also be loaded with heavy pistol ammo, which changes its Mode to single shot and its Damage Code to 7M (use heavy pistol ranges). The Multi-6 cannot mount a silencer.

Source: Cannon Companion, p16
Walther
PB-120
6L
B
SA
10 (c)
0
0.75 kg
8
8P-E
700¥
2
6/36 hrs
Extended Clip
15 (c)
−2
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Rugged and small, the PB-120 is the light pistol of choice for many mercenaries. An extended 15-round clip is available for situations in which 10 shots just aren’t enough. The extended clip reduces the weapon’s Concealability by 2.

Source: Cannon Companion, p17

Machine Pistol

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
Crusader
6L
B
SA, BF
40 (c)
2
3.25 kg
6
5-G
950¥
2
5/36 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Stock Mount: available

Only slightly larger than a light pistol, the Crusader carries an extended clip and features an integral barrel-mounted Rating 2 gas vent recoil compensation system.

Source: Cannon Companion, p18
Ceska
Black Scorpion
6L
B
SA, BF
45 (c)
1
3 kg
5
5-G
850¥
2
5/36 hrs
Stock folded
0
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Combines light pistol concealability and submachine gun rates of fire. Equipped with an integral folding stock that provides 1 point of recoil compensation.

Source: Shadowrun, Third Edition, p277
Steyr
TMP
6L
B
SA, BF, FA
30 (c)
0
2 kg
5
5-G
900¥
2
4/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Extensive use of polymers in the frame of this firearm make it extremely lightweight. Unlike other machine pistols, the Steyr TMP is capable of full-auto fire. However, its light weight and lack of recoil compensation make it difficult to control when raining lead in full auto.

Source: Cannon Companion, p18

Heavy

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
Predator
9M
B
SA
15 (c)
0
2.25 kg
5
6P-E
450¥
0.5
3/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Considered by many the premier heavy pistol, the Predator is a menacing weapon popular among mercenaries and security services.

Source: Shadowrun, Third Edition, p277
Ares Macrotechnology
Predator II
9M
B
SA
15 (c)
SG
0
2.5 kg
4
6P-E
550¥
0.5
4/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Stock Mount: available

The upgraded version of the popular Predator, the Predator II includes an internal smartgun system.

Source: Cannon Companion, p18
Ares Macrotechnology
Predator III
9M
B
SA
15 (c)
SG
0
2.25 kg
4
6P-E
650¥
1
5/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun-2
  • Top: available
  • Barrel: available
  • Stock Mount: available

New and improved, the Predator III is the latest variant of this street samurai favorite, featuring an internal smartgun-2 system (see p. 31, M&M).

Source: Cannon Companion, p18
Ares Macrotechnology
Viper Slivergun
9S (f)
2I|B
SA, BF
30 (c)
0
2 kg
6
6P-E
600¥
1
3/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: built in silencer
  • Stock Mount: available

This pistol fires flechette ammunition (which is already factored into its Damage Code). It has the range of a heavy pistol and features a built-in silencer.

Source: Shadowrun, Third Edition, p277
Browning
Max-Power
9M
B
SA
10 (c)
0
2 kg
6
6P-E
450¥
1
3/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

The Browning is the Ares Predator’s primary competitor as the toughest heavy pistol.

Source: Shadowrun, Third Edition, p277
Browning
Ultra-Power
9M
B
SA
10 (c)
SL
0
2.25 kg
6
6P-E
525¥
1.5
4/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Stock Mount: available

This improved version of the Browning Max-Power is smaller than its predecessor, with the same intense punch. It includes a built-in top-mounted laser sight.

Source: Cannon Companion, p18
Cavalier
Deputy
9M
B
SA
7 (cy)
0
2.25 kg
4
6P-E
300¥
0.5
3/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

This reliable revolver is favored by rough types who affect a wild-west style. It fires more quickly than the Ruger Super Warhawk, making it a solid adversary for automatic pistols. The Deputy cannot mount silencers.

Source: Cannon Companion, p18
Colt
Manhunter
9M
B
SA
16 (c)
SL
0
2.5 kg
5
6P-E
425¥
1
4/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: laser sight
  • Stock Mount: available

Designed by famous bounty hunter Andrea McBaine to perform reliably under the most adverse conditions, the Manhunter is popular among law enforcement officers. The Manhunter features an integral barrel-mounted laser sight.

Source: Cannon Companion, p18
Eichiro
Hatamoto II
8S
B
SS
1 (m)
0
2.5 kg
6
5P-E
1200¥
2
12/7 days
Firing shot
8D (f)
2I|B
Can fire spreads, see p117
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

A single-shot, large-bore defensive firearm, the Hatamoto II fires shotgun rounds from a heavy pistol-sized package. This weapon uses the ranges for heavy pistols, but functions according to the shotgun rules.

Source: Cannon Companion, p18
Fabrique Nationale
5-7C
6L
B
SA, BF
20 (c)
1
2.5 kg
5
6P-E
700¥
2
9/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

This heavy pistol fires light pistol ammunition at an extremely high velocity. Capable of operating in standard auto and burst fire modes, the weapon’s efficient design provides 1 point of recoil compensation.

Source: Cannon Companion, p18
Morrissey
Alta
9M
B
SA
12 (c)
SL
0
1 kg
6
6P-E
1200¥
2
8/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: laser sight
  • Stock Mount: available

The largest firearm in the Morrissey family, the Alta is designed to be just as stylish as the Élan or Elite. While it is small for the heavy pistol designation, its power proves that to be the correct classification. It has a built-in underbarrel laser sight.

Source: Cannon Companion, p19
Morrissey
Elite
9M
B
SA
5 (c)
SL
0
1 kg
7
6P-E
550¥
0.5
6/48 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: laser sight
  • Stock Mount: available

A slightly smaller version of the Morrissey Alta, the Elite is considered a heavy pistol but uses the ranges for light pistols. Like the Alta, it features an integral underbarrel laser sight.

Source: Cannon Companion, p19
Remington
Roomsweeper
9M
B
SA
8 (m)
0
2.5 kg
6
6P-E
300¥
1
3/24 hrs
Firing shot
9S (f)
2I|B
Can fire spreads, see p117
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

The shortbarreled Roomsweeper heavy shotgun is popular with urban fighters for its high take-down capability and significant intimidation factor. (The weapon uses heavy-pistol ranges, but shotgun rules; see Shotguns, p.117 of Combat.) It can be loaded with normal rounds instead of shotgun rounds, in which case the weapon does 9M damage.

Source: Shadowrun, Third Edition, p277
Ruger
Super Warhawk
10M
B
SS
6 (cy)
0
2.5 kg
4
6P-E
300¥
1
3/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Cannot mount silencers

This heavy revolver accepts all standard accessories except a silencer.

Source: Shadowrun, Third Edition, p277
Ruger
Thunderbolt
12S
B
BF
12 (c)
0
2.75 kg
4
2P-E
1000¥
6
14/12 days
With laser sight
+SL
+250¥
With smartgun
+SG
+400¥
Damage already includes Burst bonus. Special Recoil. Must include laser sight or smartgun
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Because it is the chosen weapon of Lone Star, officers of that organization can recognize the sound of a Thunderbolt being fired from a considerable distance, and will harass and/or detain any non-Lone Star person carrying one. The Thunderbolt fires only in burst fire mode (already incorporated into the Damage Code), but incurs no recoil penalty on the first burst fired in a Combat Phase. The second burst suffers a special +4 recoil penalty. Each Thunderbolt comes equipped with either a built-in underbarrel laser sight (+250¥) or an internal smartgun system (+400¥).

Source: Cannon Companion, p19
Savalette
Guardian
9M
B
SA, BF
12 (c)
SG
1
3.25 kg
5
6P-E
900¥
2.5
6/36 hrs
Burst fire requires a Complex Action
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Stock Mount: available

Inside the chrome-steel finish of this popular heavy pistol is a plethora of extras. The Guardian can fire a single three-round burst by using a Complex Action. Its design provides the equivalent of 1 point of recoil compensation and it comes with a built-in smartgun system.

Source: Cannon Companion, p19
Weapons World
Infiltrator
9M
B
SA
15 (c)
0
2 kg
5
6P-E
1200¥
2
9/1 wks
non magnetic
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Marketed by Weapons World, a wholly owned subsidiary of Ares, the Infiltrator is a heavier version of the SA Puzzler (see p. 16). Like the Puzzler, the Infiltrator is composed entirely of polyresins and cannot be detected by MAD scanners. It can also be quickly broken down or assembled (use the same rules

Source: Cannon Companion, p19

Taser

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Defiance
Supershock
10S (e)
B
SA
4 (m)
VL
0
2 kg
4
6P-E
1000¥
1
5/24 hrs
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
10
12
15
TN
4
5
6
9
  • Internal: none
  • Top: low-light scope

The most popular taser weapon in service with UCAS law enforcement agencies, the SS packs side-by-side heavy darts. Standard issue pistols have integral low-light imaging scopes (top mount).

Source: Shadowrun, Third Edition, p277
Yamaha
Pulsar
8D (e)
B
SA
4 (m)
0
2 kg
5
6P-E
1350¥
2
12/7 days
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
10
12
15
TN
4
5
6
9
  • Internal: none
  • Top: available

The Pulsar fires capacitor darts at a target, eliminating the wires that trail from dart to weapon common with other tasers. The darts modulate the discharge voltage, maximizing its disruptive effect on neural signals.

Source: Cannon Companion, p19

Gyrojet

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
FN-AAL
Gyrojet Pistol
12M
B
SA
10 (c)
0
2 kg
5
6-K
1000¥
2
4/48 hrs
Underwater
12S
B
Skill: Gyrojet Pistol
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
Underwater
Skill: Gyrojet Pistol
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

The preferred weapon of the British Special Boat Squadron, the gyrojet pistol fires miniature 6mm rockets (see p. 39) that propel themselves at a target and explode upon impact. Initially developed for underwater combat (where the hydrostatic force of the explosion increases its effectiveness), gyrojet pistols may also be used on land.

Gyrojet pistols can mount accessories in the same way as any other heavy pistol, and suffer recoil per standard firearm rules. They use heavy pistol ranges when fired underwater and shotgun ranges when fired on land. When used underwater, increase the Damage Level of gyrojet rockets by one (see Underwater Combat, p. 111).

Source: Cannon Companion, p31

Chemtech

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Dart Pistol
special
SA
5 (c)
0
1.5 kg
7
legal
600¥
2
6/2 days
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

These pistols and rifles deliver chemical-coated darts, most commonly narcoject (p. 250, SR3). The darts can effectively pierce most armors.

Game Effects

For range purposes, treat the dart pistol as a light pistol and the dart rifle as a shotgun. A character firing them would use the Pistol or Rifle Skill, respectively.

The dart rounds below do not include the cost of the chemical.

See also: Dart Rifle
Source: Man & Machine: Cyberware, p116
Ares Macrotechnology
SuperSquirt II
special
SA
20 (c)
0
2 kg
7
6P-E
800¥
1.5
9/14 days
Silent. Recoilles. 20 shot DMSO reservoir. 50 shot CO2 tank
Skill: Pistols
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Stock Mount: available

Produced by Ares Arms, the SuperSquirt is a popular non-lethal weapon. It features two removable clips, the first being a reservoir of DMSO gel and the second being chemical capsules. Each clip is designed with a different shape, color and grooves, so it cannot be confused and wrongly inserted.

The SuperSquirt uses compressed air technology, making it silent and recoilless. The DMSO and chemical are dissolved together and launched at the target. A solid hit is all that’s needed, as the DMSO penetrates most armor and soaks into the skin.

Game Effects

The SuperSquirt counts as a light pistol; a character firing it uses the Pistol Skill. It may be drone-mounted, but it cannot accept any top-, barrel- or under-barrel-mounted accessories.

This weapon uses DMSO (see p. 111) in a reservoir clip, good for 20 shots. The chemical clips contain 20 capsules, or “shots,” with each capsule considered one dose. Extra clips of either cost 10 nuyen.

The grip of the SuperSquirt contains a canister of compressed CO2 that is good for 50 shots. It can be recharged for 50 nuyen.

Source: Man & Machine: Cyberware, p115

Submachine Gun

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ak-97 (SMG/Carbine)
6M
B
SA, BF, FA
30 (c)
1
4 kg
4
4-G
800¥
1
5/3 days
stock folded
0
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

Originally a Soviet weapon, this assault rifle is now found worldwide. The SMG carbine version, with its integral folding stock, is almost as common. The AK-98 features an integral mini-grenade launcher (under-barrel mount).

See also: AK-97 (AR), AK-98
Source: Shadowrun, Third Edition, p278
Ares Macrotechnology
Executive Protector
6M
B
SA, BF, FA
35 (c)
1
3 kg
3
4-G
2000¥
1.5
6/3 days
In briefcase
0
5 kg
10
Stock folded
0
Double uncompensated recoil in briefcase mode
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Barrel: suppressor
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

Designed by Ares for bodyguards who need to retain a respectable image and still pack serious firepower, the Protector is a submachine gun built into a briefcase. When carried in its discreet disguised form, the only thing differentiating a Protector from a normal briefcase is the depressed firing stud in the handle and the concealed barrel port on the briefcase’s side. Smartlinked versions do not even feature the firing stud, because they are fired cybernetically.

Though it can be fired while in the form of a briefcase, a simple mechanism also allows the user to detach the Protector SMG, breaking away the briefcase trappings. This requires a Simple Action. In either mode, the Protector requires Submachine Guns skill to use. In briefcase mode, the Protector suffers double uncompensated recoil.

The Protector features an integral sound suppressor and may mount only underbarrel accessories. A folding stock may be used when broken away from the briefcase, providing 1 point of recoil compensation. This weapon can use only case-less ammunition. In briefcase form, the Protector’s Concealability is 10; the gun alone has Concealability 3.

Source: Cannon Companion, p30
Beretta
Model 70
6M
B
BF, FA
35 (c)
SL
0
3.75 kg
3
4-G
900¥
1
5/3 days
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: suppressor
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

Boasting a large ammo capacity, a built-in top-mounted laser sight and an integral barrel-mounted sound suppressor, the Model 70 crams a lot of value into a dangerous package.

Source: Cannon Companion, p19
Colt
Cobra TZ-110
6M
B
SA, BF, FA
32 (c)
3
3 kg
4
4-G
800¥
2
6/36 hrs
Stock folded
2
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

The chosen SMG of special-weapons units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas-vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas-vent system, and the TZ-118 replaces the stock and gas-vent system with an internal smartgun system.

Source: Cannon Companion, p20
Colt
Cobra TZ-115
6M
B
SA, BF, FA
32 (c)
SL
3
3 kg
4
4-G
750¥
2
6/36 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

The chosen SMG of special-weapons units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas-vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas-vent system, and the TZ-118 replaces the stock and gas-vent system with an internal smartgun system.

Source: Cannon Companion, p20
Colt
Cobra TZ-118
6M
B
SA, BF, FA
32 (c)
SG
3
3 kg
5
4-G
850¥
2
6/36 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

The chosen SMG of special-weapons units around the world, the Cobra comes in three varieties. The standard version, the TZ-110, comes with a folding stock that provides 1 point of recoil compensation when used and a barrel-mounted gas-vent II system. The TZ-115 substitutes a top-mounted laser sight for the stock and gas-vent system, and the TZ-118 replaces the stock and gas-vent system with an internal smartgun system.

Source: Cannon Companion, p20
Colt
M24A3 Water Carbine
6M
B
SA, BF
30 (c)
0
3.5 kg
5
4-G
1000¥
2.5
5/48 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

Designed for underwater combat, this weapon’s firing chamber is completely sealed. Air is drawn from a diver’s scuba tank or air source through an inlet valve in the butt and into the firing chamber, allowing regular ammunition to be used underwater. Positive pressure from the air source ensures no water rushes in during firing, and a purge valve flushes out any water taken in while changing clips.

The water carbine uses only caseless ammunition (see p. 276, SR3), and ignores the side effects applied to firearms during water combat (p. 111). It must be connected to an air source to fire underwater. When out of the water, the Colt M24A3 functions as a normal weapon.

Source: Cannon Companion, p20
Fabrique Nationale
Uzi III
6M
B
BF
24 (c)
SL
1
2 kg
5
4-G
600¥
0.75
4/24 hrs
Stock folded
0
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

A worthy descendent of the famous Israeli Uzi. The Fabrique Nationale model, officially manufactured for the French government, is a common street weapon. It features an integral folding stock that provides 1 point of recoil compensation, and a top-mounted laser sight.

Source: Shadowrun, Third Edition, p277
Heckler & Koch
HK227
7M
B
SA, BF, FA
28 (c)
SL
3
4 kg
4
4-G
1500¥
0.75
4/24 hrs
Stock retracted
2
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: laser sights
  • Stock Mount: retractable stock

This gun is the SMG of choice for many corporate and military security forces. The standard model boasts a retractable stock that provides 1 point of recoil compensation, integral laser sights (underbarrel mount), and a Rating 2 gas-vent recoil compensation system (barrel mount). The S variant, popular with corporate strike teams and special forces, substitutes an integral sound suppressor for the recoil system.

Source: Shadowrun, Third Edition, p277
Heckler & Koch
HK227-S
7M
B
SA, BF
28 (c)
SL
1
3 kg
5
3-G
1200¥
2
10/7 days
Stock folded
0
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: integral suppressor
  • Underbarrel: laser sights
  • Stock Mount: reactable stock

This gun is the SMG of choice for many corporate and military security forces. The standard model boasts a retractable stock that provides 1 point of recoil compensation, integral laser sights (underbarrel mount), and a Rating 2 gas-vent recoil compensation system (barrel mount). The S variant, popular with corporate strike teams and special forces, substitutes an integral sound suppressor for the recoil system.

Source: Shadowrun, Third Edition, p277
Heckler & Koch
MP-5 TX
6M
B
SA, BF, FA
20 (c)
SL
2
3.25 kg
5
4-G
850¥
1
5/36 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: laser sight
  • Stock Mount: available

A compact adaptation of the HK227, the MP-5 TX includes a built-in gas-vent II system in the barrel and an underbarrel-mounted laser sight.

Source: Cannon Companion, p20
Ingram
Smartgun
7M
B
BF, FA
32 (c)
SG
3
3 kg
5
4-G
950¥
1
4/24 hrs
Stock folded
2
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

A favorite of street samurai, this weapon comes equipped with an integral smartgun link, folding shoulder stock (1 point of recoil compensation), and a barrel-mounted, Rating 2 gas-vent recoil compensation system.

Source: Shadowrun, Third Edition, p277
Ingram
SuperMach 100
6L
B
SA, BF, FA
40 (c)
3
3 kg
5
4-G
850¥
3
9/48 hrs
Extended clip
60 (c)
+0.25 kg
−1
+25¥
Burst fire mode: 6 rounds, 12D damage, 6 recoil - Full auto: 6 to 18 rounds
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

Classified as a high-velocity “super machine gun,” the SuperMach has an impressive autofire speed. The weapon’s unique recoil-reduction design provides 3 points of recoil compensation. Both a standard 40-round clip and an expanded 60-round clip are available. Empty 60-round clips cost 25 nuyen.

In burst mode, the SuperMach fires 6-round bursts that inflict 12S damage. These bursts suffer recoil for each bullet in the same way as standard bursts; a single burst incurs a Recoil Modifier of +6 (+3 with compensation), a second burst in the same Combat Phase would suffer +12 (+9).

In full-auto mode, the SuperMach has a maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst (see p. 115, SR3).

The SuperMach 100 cannot accommodate barrel-mounted accessories.

Source: Cannon Companion, p20
Ingram
Warrior-10
7M
B
SA, BF
30 (c)
0
3 kg
4
4-G
650¥
0.9
3/24 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

Considered to be one of the most reliable SMGs in service, the Warrior-10 is commonly used by mercenaries. Its lack of a full-auto mode is offset by the weapon’s penetration ability.

Source: Cannon Companion, p20
Sandler
TMP
6M
B
BF, FA
20 (c)
SL
1
3.25 kg
4
4-G
500¥
1
5/36 hrs
Stock folded
0
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: folding stock

Cannot mount underbarrel grenade launchers

A submachine gun for the cost-conscious, the Sandler TMP is the most inexpensive firearm in its class. It includes a top-mounted laser sight and a folding stock that provides 1 point of recoil compensation when in use.

Source: Cannon Companion, p20
Shin Chou Kogyo
Model 100
7M
B
SA, BF
30 (c)
SG
0
4.5 kg
4
4-G
1000¥
1
5/36 hrs
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

This gun is the weapon of choice for most Japanese security forces around the world, including the infamous Renraku Red Samurai. It features an internal smartgun system, and Tokyo manufacturer Shin Chou Kogyo also packed more power into the SCK 100 than most other SMGs.

Source: Cannon Companion, p21
Steyr
AUG-CSL (SMG)
6M
B
SA, BF
40 (c)
SL
1
3.5 kg
5
3-G
4500¥
3
10/4 days
Modular
Skill: Submachine Guns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 1
  • Underbarrel: available
  • Stock Mount: available

Cannot mount underbarrel grenade launchers

An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle or a light machine gun. Converting the weapon from one system to another requires a successful Assault Rifles B/R (4) Test, with a base time of 20 Combat Turns. Breaking down the weapon into parts or simply rebuilding it takes half that time. All the parts can fit into a large briefcase.

All versions of the AUG-CSL have integral top-mounted laser sights and a barrel-mounted gas-vent system that provides 1 point of recoil compensation. An external smartgun system can be added with no loss of Concealability.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine Guns skill (SMG), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration.

All configurations use assault rifle ammunition.

Source: Cannon Companion, p23

Rifle

Assault

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
AK-97 (AR)
8M
B
SA, BF, FA
38 (c)
0
4.5 kg
3
2-G
700¥
2
3/36 hrs
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Originally a Soviet weapon, this assault rifle is now found worldwide. The SMG carbine version, with its integral folding stock, is almost as common. The AK-98 features an integral mini-grenade launcher (under-barrel mount).

Source: Shadowrun, Third Edition, p278
AK-98
8M
B
SA, BF, FA
38 (c)
0
6 kg
2
1-G
2500¥
4
8/4 days
Underslung grenade launcher
as projectile
SS
6 (m)
1-K
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
Underslung grenade launcher
Skill: Launch Weapons, can default to Assault Rifles as if it was in the same group
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: mini-grenade launcher
  • Stock: available

Originally a Soviet weapon, this assault rifle is now found worldwide. The SMG carbine version, with its integral folding stock, is almost as common. The AK-98 features an integral mini-grenade launcher (under-barrel mount).

Source: Shadowrun, Third Edition, p278
Ares Macrotechnology
Alpha
8M
B
SA, BF, FA
42 (c)
SG
2
5.25 kg
2
1-G
2000¥
4
8/48 hrs
Underslung grenade launcher
as projectile
SS
8 (m)
1-K
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
Underslung grenade launcher
Skill: Launch Weapons, can default to Assault Rifles as if it was in the same group
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Underbarrel: mini-grenade launcher
  • Stock: available

Designed for use by special forces operatives, the Ares Alpha combat gun features an internal smartlink-2 system and an underbarrel mini-grenade launcher. A special chamber design gives the weapon 2 points of recoil compensation. The Alpha can accommodate barrel and top-mounted accessories. The grenade launcher prevents the mounting of underbarrel accessories.

Source: Cannon Companion, p22
Ares Macrotechnology
HVAR
6M
B
SA, BF, FA
50 (c)
3
5 kg
2
2-G
3200¥
4
14/7 days
Burst fire mode: 6 rounds, 12D damage, 6 recoil - Full auto: 6 to 18 rounds
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: smartgun-2
  • Top: available
  • Underbarrel: available
  • Stock: available

This high-velocity assault rifle earns a “super machine gun” label for its high rate of fire. Specially designed to incorporate an internal smartlink-2 system, the engineering also provides 3 points of recoil compensation. This weapon cannot accept barrel-mounted accessories.

In burst-fire mode, the HVAR fires 6-round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts; a single burst incurs a recoil modifier of +6 (+3 with compensation), a second burst in the same Combat Phase would suffer +12 (+9).

In full-auto mode, the HVAR fires at a maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst (see p. 115, SR3).

Source: Cannon Companion, p22
Colt
M-23
8M
B
SA, BF, FA
40 (c)
0
4.5 kg
3
2-G
950¥
2
6/36 hrs
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

The Colt M-23, a stripped-down version of the popular Colt M22A2, is the assault rifle for the soldier on a budget, rivaled in price only by the AK-97. The M-23 has no integral accessories.

See also: Colt M22A2
Source: Cannon Companion, p22
Colt
M22A2
8M
B
SA, BF, FA
40 (c)
VM
1
4.75 kg
3
2-G
1600¥
2
4/3 days
Underslung grenade launcher
as projectile
SS
6 (m)
1-K
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
Underslung grenade launcher
Skill: Launch Weapons, can default to Assault Rifles as if it was in the same group
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: none
  • Top: magnifying 2 scope
  • Barrel: gas-vent 1
  • Underbarrel: mini-grenade launcher
  • Stock: available

Voted Best New Weapon of 2048 by the International Mercenaries Guild, the M22A2 is packed with accessories. In addition to a gas-vent system in the barrel that provides 1 point of recoil compensation, the weapon also features an integral magnification 2 imaging scope (top-mounted), and an underbarrel mini-grenade launcher.

See also: Colt M-23
Source: Cannon Companion, p22
Fabrique Nationale
HAR
8M
B
SA, BF, FA
35 (c)
SL
2
4.5 kg
2
2-G
1200¥
2
4/48 hrs
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock: available

This assault rifle is common in Europe and increasingly popular with corporate response teams and private security forces specializing in high-threat areas. It comes with an integral folding stock, top-mounted laser sight and a Rating 2 gas-vent recoil compensation system (barrel mount).

Source: Shadowrun, Third Edition, p277
Heckler & Koch
G12A3z
8M
B
SA, BF, FA
32 (c)
SL
2
5.25 kg
2
2-G
2200¥
3
8/4 days
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock Mount: Telescoping stock
  • Stock: available

The latest development of several generations of assault rifles, the G12 is lighter, less bulky and equipped with an integral top-mounted laser sight, telescoping shoulder stock and a barrel-mounted gas-vent 2 system that provides 2 points of recoil reduction. The G12 can also be equipped with an underbarrel grenade launcher that reduces Concealability by 1.

Source: Cannon Companion, p22
Heckler & Koch
G38 (AR)
8M
B
SA, BF, FA
30 (c)
SL, VL, VM
2
3.25 kg
2
2-G
4000¥
3
12/1 wks
Drum magazine
100 (c)
+1 kg
−2
+50¥
Modular
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 2 + low light scope + laser sight
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock: available

New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 can be easily and quickly reconfigured as either an assault rifle, carbine rifle or light machine gun. Breaking down the weapon, assembling it or converting it from one configuration to another takes an Assault Rifles B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase.

Each configuration of the G38 features an integral dual top-mounted laser sight and low-light optical magnification 2 scope. A barrel-mounted gas-vent 2 system also provides 2 points of recoil reduction.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition.

Source: Cannon Companion, p22
Semopal
vz/88V
8M
B
SA, BF, FA
35 (c)
SL, VM
2
5.5 kg
2
2-G
1800¥
2
5/36 hrs
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 2 scope
  • Barrel: gas-vent 2
  • Underbarrel: laser sight
  • Stock Mount: folding stock
  • Stock: available

The chosen assault rifle of the Czech Mechanized Forces, the 88V features a built-in laser sight (underbarrel mount), a folding stock and a magnification 2 imaging scope (top-mounted). A barrel-mounted integral gas-vent 2 system also provides 2 points of recoil compensation.

Source: Cannon Companion, p23
Steyr
AUG-CSL (AR)
8M
B
SA, BF, FA
40 (c)
SL
1
4 kg
2
2-G
4500¥
3
10/4 days
Modular
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 1
  • Underbarrel: available
  • Stock: available

An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle or a light machine gun. Converting the weapon from one system to another requires a successful Assault Rifles B/R (4) Test, with a base time of 20 Combat Turns. Breaking down the weapon into parts or simply rebuilding it takes half that time. All the parts can fit into a large briefcase.

All versions of the AUG-CSL have integral top-mounted laser sights and a barrel-mounted gas-vent system that provides 1 point of recoil compensation. An external smartgun system can be added with no loss of Concealability.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine Guns skill (SMG), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration.

All configurations use assault rifle ammunition.

Source: Cannon Companion, p23

Carbine

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Heckler & Koch
G38 (Carbine)
7S
B
SA, BF
30 (c)
SL, VL, VM
2
3 kg
3
3-F
4000¥
3
12/1 wks
Drum magazine
100 (c)
+1 kg
−2
+50¥
Modular
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 2 + low light scope + laser sight
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock: available

New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 can be easily and quickly reconfigured as either an assault rifle, carbine rifle or light machine gun. Breaking down the weapon, assembling it or converting it from one configuration to another takes an Assault Rifles B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase.

Each configuration of the G38 features an integral dual top-mounted laser sight and low-light optical magnification 2 scope. A barrel-mounted gas-vent 2 system also provides 2 points of recoil reduction.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition.

Source: Cannon Companion, p22
Steyr
AUG-CSL (Carbine)
7S
B
SA, BF
40 (c)
SL
1
3.75 kg
3
3-F
4500¥
3
10/4 days
Modular
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 1
  • Underbarrel: available
  • Stock: available

An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle or a light machine gun. Converting the weapon from one system to another requires a successful Assault Rifles B/R (4) Test, with a base time of 20 Combat Turns. Breaking down the weapon into parts or simply rebuilding it takes half that time. All the parts can fit into a large briefcase.

All versions of the AUG-CSL have integral top-mounted laser sights and a barrel-mounted gas-vent system that provides 1 point of recoil compensation. An external smartgun system can be added with no loss of Concealability.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine Guns skill (SMG), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration.

All configurations use assault rifle ammunition.

Source: Cannon Companion, p23

Sporting

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Remington
750
7S
B
SA
5 (m)
VM
0
3 kg
3
5P-F
600¥
1
3/24 hrs
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 1 scope
  • Barrel: available
  • Stock: available

Long and sleek, the 750 sport rifle and the 950, its heavy-duty sister, both use smooth bolt-action and include a Rating 1 top-mount image magnifying scope. Neither weapon can take underbarrel-mounted accessories.

See also: Remington 950
Source: Shadowrun, Third Edition, p278
Remington
950
9S
B
SA
5 (m)
VM
0
4 kg
2
5P-F
800¥
1
3/24 hrs
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 1 scope
  • Barrel: available
  • Stock: available

Long and sleek, the 750 sport rifle and the 950, its heavy-duty sister, both use smooth bolt-action and include a Rating 1 top-mount image magnifying scope. Neither weapon can take underbarrel-mounted accessories.

See also: Remington 750
Source: Shadowrun, Third Edition, p278
Ruger
100
7S
B
SA
5 (m)
VM
0
3.75 kg
2
5P-F
1300¥
1
3/24 hrs
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 3 scope
  • Barrel: available
  • Underbarrel: available
  • Stock: available

The sport rifle used by many professional hunters, the Ruger 100 features sturdy wood and high-impact plastic materials, ensuring durability. It also features a built-in magnification 3 imaging scope (top-mounted).

Source: Cannon Companion, p21

Sniper

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Barret
Model 121
14D
B/2
SA
14 (c)
2
10 kg
2-J
4800¥
5
14/30 days
Not using bipod
0
2 recoil per shot, including the first. Special ammo
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
150
300
700
1000
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

A heavy sniper rifle useful against both armored and unarmored targets, the Model 121 can use only its own special ammunition. Equipped with both an integral barrel-mounted silencer and smartgun system, this gun is well balanced, silent and deadly. Its heavy caliber gives the Model 121 a +2 recoil modifier on each shot (including the first). This recoil can be partially offset by the weapon’s folding bipod, which provides 2 points of recoil compensation.

The custom ammunition for the Model 121 costs 200 nuyen per box of 10 with an Availability and Street Index equal to the rifle. This ammunition functions as APDS rounds (with half Ballistic armor and Barrier ratings).

Source: Cannon Companion, p21
Ranger Arms
SM-3
14S
B
SA
6 (m)
VM, VL
2
4 kg
2-J
4000¥
4
12/7 days
Thermographic optic
VM, VT
Delicate, see description
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
150
300
700
1000
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 3 + low light or thermo scope
  • Barrel: combined gas vent 2 + silencer
  • Underbarrel: available
  • Stock: available

This weapon features a combined barrel-mounted, Rating 2 gas-vent recoil compensator and silencer, as well as a Rating 3 imaging scope magnification (top mount) with thermographic or low-light circuits. It disassembles completely and will fit into a standard briefcase; assembling or disassembling the gun takes three Complex Actions. Ideal for the assassin on the go, the Ranger does not stand up well to combat use. The number of turns that this rifle is carried and used as a combat weapon (outside its intended sniper role) equals the chance on a roll of 2D6 that the weapon will suffer a +2 target number modifier from loss of alignment of its precision and calibrated parts. For example, John uses his SM-3 to discourage his pursuers while making a strategic retreat through a garbage-cluttered alley. His rifle gets bumped around for 3 turns. If his player gets a 3 on a 2D6 roll, John must add +2 to all target numbers for tests using the weapon.

Source: Shadowrun, Third Edition, p278
Walther
MA-2100
14S
B
SA
10 (m)
SG
0
4.5 kg
2-J
6500¥
4
12/7 days
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
150
300
700
1000
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

The chosen sniper rifle of the Confederated American States Army, the MA-2100 comes with an internal smartgun system. Designed to military specifications, the Walther is reliable and free of the design instabilities common to other sniper rifles.

Source: Cannon Companion, p21

Shotgun

Can fire shot rounds (flechette rules, p116) and fire spreads, see p117. Double all uncompensated recoil when fired in burst mode, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Net Gun (Large)
special
SA
4 (b)
0
4.5 kg
3
6P-E
1150¥
2
8/36 hrs
Double uncompensated recoil
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Stock: available

This nonlethal weapon fires an expanding fiber net that envelops and restrains the target. Net guns come in two sizes, normal and large. The large version is designed to restrain bigger metahumans such as trolls, though it can fire normal-sized nets as well. The net gun cannot mount any accessories. A character firing a netgun uses the Shotguns skill and shotgun ranges. Netguns suffer the same recoil as heavy weapons. Double all uncompensated recoil modifiers when firing the net gun. Net guns have a minimum range of 3 meters.

The target of a net gun shot can attempt to dodge, but must apply a +1 target number modifier (+2 if the character is a dwarf or equally small). If a large net is used against a character smaller than a troll, add an additional +1 modifier to the dodge. If a normal net is used against a troll-sized or larger character, apply a –1 target number modifier to the dodge.

If the target fails to dodge and the attacker’s successes equal or exceed half the target’s Quickness (round down), the target is knocked down and immobilized, trapped under the net. Make an Open Test, using 1 die for each of the attacker’s successes. The resulting high die is the target number for a Strength or Quickness Test to break free. Escaping requires a Complex Action, and each friend aiding the escape or full Combat Turn that passes reduces the target number by 1.

Characters who are struck but not entangled must still make a Knockdown Test against a Target Number 5 (8 for the large net). Only one success is required to remain standing.

The nets have a Barrier Rating of 6.

Source: Cannon Companion, p31
Net Gun (Normal)
special
SA
4 (b)
0
4 kg
4
6P-E
750¥
2
8/36 hrs
Double uncompensated recoil
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Stock: available

This nonlethal weapon fires an expanding fiber net that envelops and restrains the target. Net guns come in two sizes, normal and large. The large version is designed to restrain bigger metahumans such as trolls, though it can fire normal-sized nets as well. The net gun cannot mount any accessories. A character firing a netgun uses the Shotguns skill and shotgun ranges. Netguns suffer the same recoil as heavy weapons. Double all uncompensated recoil modifiers when firing the net gun. Net guns have a minimum range of 3 meters.

The target of a net gun shot can attempt to dodge, but must apply a +1 target number modifier (+2 if the character is a dwarf or equally small). If a large net is used against a character smaller than a troll, add an additional +1 modifier to the dodge. If a normal net is used against a troll-sized or larger character, apply a –1 target number modifier to the dodge.

If the target fails to dodge and the attacker’s successes equal or exceed half the target’s Quickness (round down), the target is knocked down and immobilized, trapped under the net. Make an Open Test, using 1 die for each of the attacker’s successes. The resulting high die is the target number for a Strength or Quickness Test to break free. Escaping requires a Complex Action, and each friend aiding the escape or full Combat Turn that passes reduces the target number by 1.

Characters who are struck but not entangled must still make a Knockdown Test against a Target Number 5 (8 for the large net). Only one success is required to remain standing.

The nets have a Barrier Rating of 6.

See also: Net Gun (Large)
Source: Cannon Companion, p31
Street Sweeper
10S (f)
2I|B
SS
1 (b)
0
3 kg
3-F
200¥
2
5/24 hrs
Special ammo. Fixed choke (pick on purchase)
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
5
10
12
15
TN
4
5
6
9

This jury-rigged shotgun is commonly used by sprawl gangers. Not officially distributed by any corporation, this weapon’s design has been popularized by several trid combat shows and can be easily downloaded off the Matrix or obtained from any underworld syndicate.

Similar to an old-fashioned musket gun, the Street Sweeper must be manually loaded for each shot with condensed black powder cubes (10¥ per box of 10), which requires a Simple Action. The weapon’s muzzle is then crammed full of any small, hard junk or debris within reach—rocks, glass, screws, nails, metal bits, plascrete chunks and so on. Loading this “ammunition” requires at least one Simple Action, and the gamemaster may require additional actions based on the availability of nearby debris.

When fired, the weapon forcibly ejects the debris as shrapnel. Use taser ranges, but also apply rules for shotgun choke settings. The gun has a fixed choke setting that must be determined at purchase. Street Sweepers cause damage using the flechette ammunition rules (p. 116, SR3). The gamemaster may choose to modify the Power of the Damage Code by –1 or +1, depending on the debris loaded into the barrel.

Street Sweepers cannot mount any accessories.

Source: Cannon Companion, p23
Defiance
T-250
10S
B
SA
5 (m)
0
3 kg
4
5P-F
500¥
1
3/24 hrs
Firing shot
10D (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount silencers

A popular autoloading shotgun available in full-size and short-barrel versions. It has no underbarrel mount. The Damage Code is factored for slug rounds; if using shotgun (flechette) rounds the Damage Code is 10D(f). The short-barrel variant uses heavy-pistol ranges, has Concealability 6 and does 9S(f) or 9M damage.

Source: Shadowrun, Third Edition, p279
Defiance
T-250 (Short Barrel)
9M
B
SA
5 (m)
0
3 kg
6
5P-F
500¥
1
3/24 hrs
Firing shot
9S (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount silencers

A popular autoloading shotgun available in full-size and short-barrel versions. It has no underbarrel mount. The Damage Code is factored for slug rounds; if using shotgun (flechette) rounds the Damage Code is 10D(f). The short-barrel variant uses heavy-pistol ranges, has Concealability 6 and does 9S(f) or 9M damage.

See also: Defiance T-250
Source: Shadowrun, Third Edition, p279
Enfield
AS-7
8S
B
SA, BF
10 (c)
SL
0
4 kg
3
5P-F
1000¥
1
8/8 days
Firing shot
8D (f)
2I|B
Drum magazine
50 (c)
+2 kg
−3
+50¥
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount suppressors

This assault shotgun provides massive firepower. It has an integral, top-mounted laser sight and is fitted with a 10-shot clip or 50-shot drum (the drum adds –3 to Concealability, +2 kg to weight). If loaded with shotgun rounds (flechette) instead of slug rounds, the weapon has a Damage Code of 8D (f).

Source: Shadowrun, Third Edition, p279
Franchi
SPAS-22
10S
B
SA, BF
10 (m)
SG
1
4 kg
2
5-F
1000¥
2
6/8 days
Firing shot
10D (f)
2I|B
Stock folded
0
4
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: smartgun-2
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount suppressors

A thoroughly dangerous weapon, the SPAS-22 comes equipped with an integral smartlink-2 system and a folding stock that provides 1 point of recoil compensation when in use, reducing the weapon’s Concealability by 2.

Source: Cannon Companion, p23
Mossberg
CMDT
9S
B
SA, BF
8 (c)
SL
0
4.25 kg
2
5-F
1000¥
1
8/8 days
Firing shot
9D (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount suppressors

A stripped-down version of the Mossberg SM-CMDT, the standard CMDT lacks the smartgun system but includes the top-mounted laser sight.

Source: Cannon Companion, p23
Mossberg
SM-CMDT
9S
B
SA, BF
8 (c)
SG
0
4.5 kg
2
3-F
1500¥
2
12/8 days
Firing shot
9D (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: smartgun
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount suppressors

The chosen shotgun for corp militaries in the Desert Wars, the SM-CMDT features an internal smartgun system.

See also: Mossberg CMDT
Source: Cannon Companion, p23
Remington
990
8S
B
SA
8 (m)
0
4 kg
2
5P-F
650¥
2
3/48 hrs
Firing shot
10D (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount silencers

One of the most common shotguns, the 990 is an all-purpose firearm popular with security forces. When firing standard slug rounds, its Damage Code is 8S, but the gun delivers a more powerful attack with shot rounds, increasing the Damage Code to 10D(f). The 990 is also available in a sawed-off version, which increases Concealability to 4 but reduces the Power of its attacks by 2.

Source: Cannon Companion, p23
Remington
990 (Sawed Off)
6S
B
SA
8 (m)
0
4 kg
4
5P-F
650¥
2
3/48 hrs
Firing shot
8D (f)
2I|B
Skill: Shotguns
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount silencers

One of the most common shotguns, the 990 is an all-purpose firearm popular with security forces. When firing standard slug rounds, its Damage Code is 8S, but the gun delivers a more powerful attack with shot rounds, increasing the Damage Code to 10D(f). The 990 is also available in a sawed-off version, which increases Concealability to 4 but reduces the Power of its attacks by 2.

See also: Remington 990
Source: Cannon Companion, p23

Chemtech

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Dart Rifle
special
SA
10 (c)
0
3.25 kg
4
legal
1700¥
2
8/2 days
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

These pistols and rifles deliver chemical-coated darts, most commonly narcoject (p. 250, SR3). The darts can effectively pierce most armors.

Game Effects

For range purposes, treat the dart pistol as a light pistol and the dart rifle as a shotgun. A character firing them would use the Pistol or Rifle Skill, respectively.

The dart rounds below do not include the cost of the chemical.

See also: Dart Pistol
Source: Man & Machine: Cyberware, p116
Ares Macrotechnology
Cascade
special
SA
20 (c)
0
5.5 kg
4
6P-F
1800¥
2
12/14 days
Spray mode
20 shot DMSO reservoir. 50 shot CO2 tank. In spray mode, treat as Shotgun with Choke 2
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9
Spray mode
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: false
  • Underbarrel: available
  • Stock: available

Expanding upon the popular Ares SuperSquirt, the Cascade offers increased range and an expanded reservoir. The Cascade also features a selectable nozzle so the user can choose between a long-range stream and a wide-angle spray.

Game Effects

The Cascade is a rifle version of the SuperSquirt; a character firing it uses the Rifle Skill. The DMSO gel reservoir clips are good for 100 shots; each extra clip costs 20 nuyen. It uses the same chemical clips as the SuperSquirt.

This weapon has two modes: stream and spray. In stream mode, the Cascade has the range characteristics of an SMG. In spray mode, treat the Cascade as a shotgun with an effective choke of 2 (cannot be changed).

The Cascade can be drone-mounted. This weapon accepts all standard top- and under-barrel-mounted accessories, but no barrel-mounted accessories.

Source: Man & Machine: Cyberware, p115
Ares Macrotechnology
ELD-AR
4L (s)
I
SA, BF
50 (c)
0
4.5 kg
4
legal
950¥
2
9/7 days
Silent. Recoilles. Shots may also carry chemical effects
Skill: Assault Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
50
150
350
550
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Used by the UCAS military and various corporate security forces, the ELD-AR (Encapsulated Liquid Delivery—Assault Rifle) has been a standard in training missions for years. The ELD-AR fires a gel-coated round filled with biodegradable paint or other marking or chemical agents. Its compressed gas canister provides a silent and recoil-free shot, even under burst-fire conditions.

Game Effects

A character firing the ELD-AR uses the Assault Rifle Skill.

The standard ammunition for the ELD-AR is paint rounds, which cost 5 nuyen per 10 rounds. Dye that is normally invisible but shows up under ultraviolet or thermographic vision is also commonly used. Gelcoat rounds can also be fashioned with materials costing 300 nuyen. Self-made rounds can carry any chemical desired, though some chemicals can eat through the pellets or cause some other undesirable reaction.

The ELD-AR creates negligible recoil, which is absorbed by the shoulder stock. Treat the weapon as having a sound suppressor.

The ELD-AR may be drone-mounted. The weapon accepts all standard top- and under-barrel-mounted accessories, but no barrel-mounted accessories.

Refillable compressed air canisters in the stock, each good for 50 shots, power the weapon. Refilling a canister costs 50 nuyen.

Source: Man & Machine: Cyberware, p115

Special

Chemtech

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Splatgun
special
SS
2 (m)
0
3 kg
4
legal
600¥
2
9/7 days
50 shot compressed air tank
Skill: Launch Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9

This compressed air gun is used to launch one-liter “rounds” of splat glue (p. 114) at targets. The rounds are packaged in a safety wrap that is ejected upon launch.

Game Effects

A character firing a splat gun uses the Launch Weapons Skill; the weapon uses shotgun ranges. Two characters standing within 1 meter of each other may be targeted simultaneously. Struck targets must make a Body (8) Test to avoid knockdown; they will also be covered in glue and stuck to everything in the immediate vicinity (walls, the floor, gear and so on). The character will be immobilized, requiring a successful Strength (6) Test with a number of successes equal to the net successes generated on the Attack Test to take any physical action.

Refillable compressed air canisters in the stock, good for 50 shots, power the guns. Refilling a canister costs 50 nuyen.

Source: Man & Machine: Cyberware, p116
Spray Tank
special
SS
20 (s)
0
5 kg
4
legal
100¥
1
3/12 hrs
50 shot CO2 tank. Uses Shotgun Spread rules, nozzle counts as Choke
Skill: Spray Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
5
10
12
15
TN
4
5
6
9

Similar to a fire extinguisher, this is a chemical-filled tank with an attached hose. Designed to be strapped to the back or slung over a shoulder, the tank is triggered by depressing a lever, which admits carbon dioxide into the main tank, forcing whatever chemical is inside out through the hose.

Almost any compound can be stored inside a spray tank, from slip foam to insecticide, for dispersal over a wide area.

Game Effects

The Active Skill Spray Weapons is used to spray the contents of a tank at a target. Spray Weapons Skill is linked to Strength and grouped with Heavy Weapons. Specializations include Firehose, Flamethrower and Spray Tank.

Spray tanks use taser ranges, but their hose nozzles can be adjusted like a shotgun’s choke, using shotgun spread rules. Any target that does not completely dodge the attack is hosed; see Drug Effects, p. 105.

The carbon dioxide used to power the tank is good for 50 uses; recharging it costs 50 nuyen. Spray tanks hold up to 2 liters of any chemical.

Source: Man & Machine: Cyberware, p116

Flamethrower

See rules Cannon Companion, p29 and p98

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Flamethrower
8M
I/2
SS
10 (s)
0
21 kg
2-K
1000¥
3
10/1 wks
Skill: Spray Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
10
20
50
100
TN
4
5
6
9

Flamethrowers spew an ignited fuel mixture, most commonly gasoline and oil or napalm, burning the target and setting anything flammable on fire. The fuel is stored in tanks worn on the back as a backpack and delivered to the target through a hose attached to a pistol-grip nozzle. Putting on or removing the backpack takes a full Combat Turn. The flamethrower requires a full Combat Turn to warm up before it can be used.

Flamethrowers can be used to blast a single target or they can be used to spread flame over a wide area in an attempt to strike multiple targets. For the area-sweep attack, use the shotgun spread rules (p. 117, SR3). Note that flamethrowers do not have a choke like a shotgun; this rule merely reflects that the user may “walk” a stream of continuous flame and cover an area.

The 8M damage is reduced by Impact armor but not Ballistic armor. The flame will set any combustible materials on fire, including hair, clothing, wood, dry grass, flammable liquids and so on. Ammunition and explosives may also be cooked off. See the rules for Fire and Incendiaries, p. 98.

Flamethrower fuel is measured in shots. Each pair of fuel tanks holds 10 shots. An empty tank costs 50 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in 5 minutes, or replaced in 5 full Combat Turns. The fuel tanks have a Barrier Rating of 10; if they are breached by an explosion or other attack, they will explode in a ball of fire. The blast will have a Power equal to 2 times the number of shots left, –1 per half meter from the tanks, and a Damage Level of M.

A character firing a flamethrower uses the Spray Weapons skill (see p. 105). Flamethrowers use shotgun ranges. They cannot mount any accessories.

Source: Cannon Companion, p29
Shiawase
Blazer
6M
I/2
SS
4 (s)
0
6 kg
4
4-K
750¥
3
12/2 wks
Skill: Spray Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
5
15
30
50
TN
4
5
6
9

A compact flamethrower built in a bullpup submachine gun configuration (see Gun Design, p. 75), the blazer is easier to carry and use than a standard flamethrower. The fuel tank at the rear of the weapon is lighter than the backpack, but contains only enough fuel for four uses. This weapon is favored by governments and corporations for clearing out rebel hideouts in heavy jungle terrain.

The blazer uses the standard flamethrower rules, but it uses light pistol ranges and holds only 4 shots. An empty tank costs 25 nuyen, plus each shot costs 5 nuyen to fill. The tanks can be filled in 2 minutes, or replaced in a full Combat Turn.

Source: Cannon Companion, p30

Laser

See rules Cannon Companion, p30

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
MP Heavy Laser Plus
18M
I/2
SA
50 (r)
0
30 kg
1-K
300000¥
3
27/4 wks
Extra battery pack
15 kg
legal
2000¥
2
10/4 wks
Skill: Laser Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
150
300
700
1000
TN
4
5
6
9
  • Underbarrel: tripod

This heavy weapon comes equipped with an underbarrel-mounted tripod and backpack battery case. The pack provides enough juice for 50 shots, and may be recharged at the rate of 1 shot per 2 hours.

The heavy laser-plus uses sniper rifle ranges.

Source: Cannon Companion, p30
Ares Macrotechnology
MP Laser III
15M
I/2
SA
20 (r)
0
20 kg
2-K
120000¥
3
24/3 wks
Extra hip battery
2 kg
legal
500¥
2
10/2 wks
Skill: Laser Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
100
250
500
750
TN
4
5
6
9

Ares stunned the world by releasing this affordable, man-portable, self-contained laser system. A powerful weapon ideal for a sophisticated mercenary or a security force, the weapon is powered by hip-mounted battery packs. The packs provide enough juice for 20 shots each, and may be recharged at the rate of 1 shot per hour.

The Laser III uses sporting rifle ranges.

Source: Cannon Companion, p30
Ares Macrotechnology
Redline
12M
I/2
SA
10 (c)
0
5 kg
3
4-K
75000¥
3
18/3 wks
Extra battery clip
1 kg
legal
250¥
2
10/2 wks
Skill: Laser Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9

The latest Ares development to hit the streets, the Redline is the first laser pistol to be used by security forces. Slightly larger than the standard heavy pistol, the Redline draws power from a detachable battery pack clip. Good for only 10 shots, the battery clips may be ejected and inserted in the same way as a firearm clip and recharged at the rate of 2 shots per hour.

The Redline uses heavy pistol ranges.

Source: Cannon Companion, p30

Other

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Speargun
6M
I
SS
1 (b)
0
2 kg
5P-D
800¥
1
3/24 hrs
Skill: Rifles
Range
Short
Medium
Long
Extreme
Distance (m)
5
20
40
60
TN
4
5
6
9

Spearguns use a powerful carbon-dioxide charge to launch a long metal spear. While only one spear may be loaded at a time, a single spear usually accomplishes the desired goal. Spearguns use the same ranges as submachine guns.

Source: Cannon Companion, p31

Heavy

Light Machine Gun

Double all uncompensated recoil, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
HV MP-LMG
6S
B
SA, BF, FA
80 (c)
SG
3
8 kg
2-K
4500¥
4
20/14 days
Using belt feed
belt
Burst fire mode: 6 rounds, 12D damage, 6 recoil - Full auto: 6 to 18 rounds
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: smartgun-2
  • Top: available
  • Underbarrel: available
  • Stock: available

This man-portable light “super machine gun” fires light pistol rounds at an extremely high velocity. The weapon’s ergonomic design incorporates an internal smartlink-2 system and provides 3 points of recoil compensation, but it cannot accommodate barrel-mounted accessories.

In burst-fire mode, the Ares HV MP-LMG fires 6-round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts (see burst-fire rules for Ingram SuperMach 100, p. 20).

In full-auto mode, the HV MP-LMG has a maximum rate of 18 rounds per Combat Phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst (see p. 115, SR3).

Source: Cannon Companion, p24
Ares Macrotechnology
MP-LMG
7S
B
BF, FA
50 (c)
3
7.6 kg
2-H
2200¥
2
6/5 days
Using belt feed
belt
Not hip braced
2
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: laser sight
  • Stock Mount: hip-brace
  • Stock: available

The most popular light machine gun with militaries the world over, the MP-LMG comes equipped with an underbarrel built-in laser sight. A gas-vent II system built into the barrel provides 2 points of recoil compensation, and a hip-pad bracing system provides 1 point of recoil compensation. The MP-LMG uses either a 100-round belt or a 50-round clip.

Source: Cannon Companion, p26
Heckler & Koch
G38 (LMG)
8M
B
BF, FA
30 (c)
SL, VL, VM
2
4 kg
3-H
4000¥
3
12/1 wks
Drum magazine
100 (c)
+1 kg
−2
+50¥
Modular
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: none
  • Top: magnifying 2 + low light scope + laser sight
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock: available

New on the market, the G38 is a redesign of a popular modular rifle system. Similar to the Steyr AUG-CSL, the G38 can be easily and quickly reconfigured as either an assault rifle, carbine rifle or light machine gun. Breaking down the weapon, assembling it or converting it from one configuration to another takes an Assault Rifles B/R (4) Test and a base time of 12 Combat Turns. All the parts can fit into a large briefcase.

Each configuration of the G38 features an integral dual top-mounted laser sight and low-light optical magnification 2 scope. A barrel-mounted gas-vent 2 system also provides 2 points of recoil reduction.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration. All configurations use assault rifle ammunition.

Source: Cannon Companion, p22
Ingram
Valiant
7S
B
BF, FA
50 (c)
3
9 kg
1-H
1500¥
2
6/5 days
Using belt feed
belt
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: gas-vent 2
  • Underbarrel: available
  • Stock Mount: hip-brace
  • Stock: hip-brace recoil pad 1

Popular with merc units, the Ingram is the most common model of light machine gun. It has a hip-brace recoil pad (Rating 1) and an ammunition bin slung over the back or hip to feed belted ammo to the weapon. A Rating 2 gas-vent recoil compensation system (barrel mount) is standard equipment.

Source: Shadowrun, Third Edition, p279
Steyr
AUG-CSL (LMG)
8M
B
SA, BF, FA
40 (c)
SL
1
5.5 kg
3-H
4500¥
3
10/4 days
Modular
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 1
  • Underbarrel: available
  • Stock: available

An innovative multi-weapon system, the AUG-CSL is capable of being assembled as a submachine gun, a carbine, an assault rifle or a light machine gun. Converting the weapon from one system to another requires a successful Assault Rifles B/R (4) Test, with a base time of 20 Combat Turns. Breaking down the weapon into parts or simply rebuilding it takes half that time. All the parts can fit into a large briefcase.

All versions of the AUG-CSL have integral top-mounted laser sights and a barrel-mounted gas-vent system that provides 1 point of recoil compensation. An external smartgun system can be added with no loss of Concealability.

Each configuration uses different stats and requires a different skill: Rifles skill (carbine), Submachine Guns skill (SMG), Assault Rifles skill (assault rifle) or Heavy Weapons skill (LMG). Use the range and firearm rules appropriate to the configuration.

All configurations use assault rifle ammunition.

Source: Cannon Companion, p23

Medium Machine Gun

Double all uncompensated recoil, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Fabrique Nationale
MAG-5
9S
B
FA
50 (c)
SL
8
9.5 kg
2-H
3200¥
3
18/14 days
Using belt feed
belt
Tripod not set
2
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
80
250
750
1200
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 2
  • Underbarrel: folding tripod
  • Stock: available

Produced by Fabrique National, the FN MAG-5 is equipped with a top-mounted laser sight, a barrel-mounted gas-vent II system that provides 2 points of recoil compensation and a folding tripod stand as an underbarrel accessory. The weapon can accept either a 50-round ammunition box or a belt.

Source: Cannon Companion, p26
Ultimax
MMG
9S
B
FA
40 (c)
6
12 kg
2-H
2500¥
2
14/14 days
Using belt feed
belt
Tripod not set
0
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
80
250
750
1200
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: detachable tripod
  • Stock: available

This Singapore-produced medium machine gun is a favorite in the Pacific Rim and with merc groups everywhere. It accepts belt feeds, and though usually tripod-mounted, can be carried on a gyro-stabilized mount.

Source: Shadowrun, Third Edition, p279

Heavy Machine Gun

Double all uncompensated recoil, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
RPK HMG
10S
B
FA
40 (c)
6
15 kg
2-H
4000¥
2
18/18 days
Using belt feed
belt
Tripod not set
0
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
80
250
800
1500
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: folding tripod
  • Stock: available

A Russian-made heavy machinegun, usually mounted on a fold-out tripod. This weapon can use belt feeds.

Source: Shadowrun, Third Edition, p279
Stoner-Ares
M107
10S
B
FA
40 (c)
SL
9
12.5 kg
2-H
5200¥
3
18/14 days
Using belt feed
belt
Tripod not set
3
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
80
250
800
1500
TN
4
5
6
9
  • Internal: none
  • Top: laser sight
  • Barrel: gas-vent 3
  • Underbarrel: detachable tripod
  • Stock: available

Used by the UCAS Armed Forces, the M107 may be the deadliest fully automatic machine gun on the market. It includes a built-in top-mounted laser sight for better accuracy and a gas-vent III system in the barrel that provides 3 points of recoil compensation. The weapon also comes with a detachable underbarrel-mounted tripod that provides 6 points of recoil compensation when in use.

Source: Cannon Companion, p26

Assault Cannon

Double all uncompensated recoil, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
Vigorous
18D
B
SS
20 (c)
0
20 kg
2-H
6500¥
2
16/14 days
Using belt feed
belt
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
100
300
900
2400
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: available
  • Stock: available

Cannot mount silencers

Cannot mount underbarrel grenade launchers

This massive weapon fires shells equivalent to explosive bullets, but without the bullets’ inherent instability. It can use belted ammo.

Source: Shadowrun, Third Edition, p279
Panther
Assault Cannon
18D
B
SS
22 (c)
2
18 kg
2-H
7200¥
2
16/14 days
Using belt feed
belt
Bipod not set
0
Hip braced
1
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
100
300
900
2400
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Barrel: available
  • Underbarrel: detachable tripod (optional)
  • Stock: available

Cannot mount silencers

This lethal assault weapon fires stable superplast explosive warheads, guaranteed to take out even the toughest opponents. The weapon comes with either a detachable underbarrel-mounted folding bipod, or a shoulder strap and hip-brace (p. 34), for trolls who can carry the load.

Source: Cannon Companion, p26

Minigun

Double all uncompensated recoil, see p111

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
GE
Vindicator
7S
B
FA
50 (c)
0
15 kg
1-K
2500¥
2
24/14 days
Using belt feed
belt
Takes 1 Combat Round to spin up. Always fires 15 bullets
Skill: Heavy Weapons
Range
Short
Medium
Long
Extreme
Distance (m)
75
200
400
800
TN
4
5
6
9
  • Internal: none
  • Top: available
  • Underbarrel: available
  • Stock: available

Cannot mount underbarrel grenade launchers

The prominent feature of this weapon is its six rotating barrels, powered by high-density batteries, that allow an astounding rate of fire with none of the expected barrel-warping heat. When activated, the barrels require 1 Combat Turn to reach firing speed and make a very recognizable and audible electric whirring sound. The Vindicator cannot be fired until the barrels reach the required speed. It fires 15 rounds per Complex Action. This rate cannot be adjusted. The batteries last for 10 minutes of firing and require 1 hour to recharge. The Vindicator cannot mount any accessories on its barrels.

Source: Cannon Companion, p26

Grenade Launcher

Double all uncompensated recoil, see p111

3d6 meter scatter. See rules p118 and p282

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Ares Macrotechnology
Antioch
as projectile
SS
6 (m)
0
2 kg
6
1-J
1700¥
3
8/4 days
Fires Mini-Grenades. Can be bought as accessory: underbarrel mount, -3 concealabilty
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: none
  • Top: available
  • Stock: available

Though a weapon in its own right, the Ares Antioch is commonly used as an underbarrel addition to an assault rifle. The launcher fires a round from its integral magazine with either a thumb button or a separate trigger. These weapons fire only mini-grenades. The accessory model is available only in underbarrel versions. Once installed, it cannot be removed, and modifies Concealability by -3.

Source: Shadowrun, Third Edition, p279
ArmTech
MGL-12
as projectile
SA
12 (c)
0
5 kg
3
1-K
2200¥
3
6/36 hrs
Fires Mini-Grenades
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: none
  • Top: available

A bullpup-style weapon (see Gun Design, p. 75), the standard ArmTech MGL-12 carries a larger number of mini-grenades than competing models. The MGL-6 pistol version offers only half the minigrenade capacity. Both versions can mount only imaging and smartlink accessories, and can use only a gyro-stabilization mount or tripod for recoil compensation.

See also: ArmTech MGL-6
Source: Cannon Companion, p26
ArmTech
MGL-6
as projectile
SA
6 (c)
0
2.5 kg
6
1-K
1600¥
3
6/36 hrs
Pistol. Fires Mini-Grenades
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
5
50
100
150
300
TN
4
5
8
9
  • Internal: none
  • Top: available

A bullpup-style weapon (see Gun Design, p. 75), the standard ArmTech MGL-12 carries a larger number of mini-grenades than competing models. The MGL-6 pistol version offers only half the minigrenade capacity. Both versions can mount only imaging and smartlink accessories, and can use only a gyro-stabilization mount or tripod for recoil compensation.

See also: ArmTech MGL-12
Source: Cannon Companion, p26

Mortar Launcher

Double all uncompensated recoil, see p111

See rules p118 and p282, Cannon Companion p99

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
M-12 Portable
as projectile
SS
1 (b)
0
30 kg
1-J
3000¥
2
12/14 days
Can do indirect fire. Can only be fired twice per Combat Round
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
150
300
1000
4000
6000
TN
4
5
6
9

Based on a battle-proven design, the M-12’s long barrel tube ends in a rounded base with four prongs that dig into the ground and stabilize the unit. A swing-out bipod brace props the weapon at an appropriate firing angle. Fully deployed, the M-12 is just taller than an average dwarf. The weapon’s operator can sight and fire the weapon himself or use indirect fire based on data from a spotter. The M-12 can fire any type of mortar round and cannot mount any accessories.

The M-12 must be set up before it can be fired, which takes 3 minutes (60 Combat Turns). Breaking down the weapon takes only half that time. The M-12 can fire a maximum of 2 mortar rounds per Combat Turn, regardless of the number of actions available to the firer.

Source: Cannon Companion, p26

Missile Launcher

Double all uncompensated recoil, see p111

See rules, p120, p279, Cannon Companion p99, p101, and launch exhaust rules, Cannon Companion p27. Ammunition is not included in launcher stats even for one use launchers

Damage
Soak
Modes
Ammo
Aim
RC
Weight
Conceal
Legality
Cost
Street Index
Availability
Arbelast II MAW Launcher
as projectile
SS
1 (b)
VM
0
2.75 kg
1-K
1200¥
2
8/48 hrs
Specialized launcher
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
150
450
1200
3000
TN
4
5
6
9
  • Top: magnifying 1 scope

This medium anti-armor weapon (MAW) fires a heavier rocket and warhead than its LAW cousin. Shoulder-mounted, the launcher’s rigid canister has a built-in Rating 1 imaging scope. Treat the Arbelast rocket as a high-explosive rocket with the statistics listed below.

Source: Cannon Companion, p28
Great Dragon Launcher
as projectile
SS
1 (b)
VM
0
2.75 kg
1-K
1200¥
2
8/48 hrs
Specialized launcher
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
350
750
1500
5000
TN
4
5
6
9
  • Top: magnifying 2 scope

Fired from a tripod-mounted, reusable canister, the anti-tank guided missile (ATGM) is a ground-based spin-off of popular air-to-ground missiles. The launcher has an integral Rating 2 optical imaging scope. It cannot mount other accessories. The ATGM itself is considered anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor when used against such targets.

Source: Cannon Companion, p28
M79B1 LAW
as projectile
SS
1 (b)
0
2.5 kg
1-K
700¥
2
6/36 hrs
Tube collapsed
4
Specialized launcher. Disposable. Small exaust blast
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
150
450
1200
3000
TN
4
5
6
9

The most common light anti-armor weapon (LAW) in the world, the M79B1 is a single-shot, disposable rocket fired from a shoulder mount. The telescoping cylinder can fire only when fully opened; at full extension, the tube has a Concealability 0. The rocket is considered high-explosive and uses the statistics below. The LAW’s exhaust blast zone is only 1 meter by 10 meters, with a base Damage Code of 10M reduced by –1 per meter.

Source: Cannon Companion, p28
Spike Disposable Launcher
as projectile
SS
1 (b)
0
1 kg
1-K
800¥
2
10/1 wks
Disposable
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
150
450
1200
3000
TN
4
5
6
9

Popular among rebel forces in the Yucatan and Philippines and on the high seas, the Spike is a portable, shoulder-fired one-shot disposable launcher. Straightforward, lightweight and cheap, the Spike is perfect for mercenaries, shadowrunners and others who want to deliver a punch and make a quick, unencumbered getaway. Once the rocket has been fired, the launcher is useless except as an unwieldly club.

Source: Cannon Companion, p27
Vogeljäger Man-Portable
as projectile
SS
1 (b)
0
8 kg
1-K
12500¥
4
18/28 days
+4 TN vs ground targets. Specialized launcher
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
25
200
600
2000
4000
TN
4
5
6
9

Carried as a backpack unit similar to the Ballista, this man-portable launcher fires Vogeljäger anti-air missiles. The launcher comes equipped with a Level 2 sensor unit, which functions in the same way as standard vehicle sensors, except that it has a +4 modifier for detecting objects on the ground. The sensor output is displayed on a linked wrist unit that is also equipped with a datajack port. The backpack unit requires 10 Combat Turns to put on or take off.

Vogeljäger missiles are extremely effective against airborne targets, inflicting 14D damage, reduced by –2 per meter. This damage is anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor when used against such targets. The Vogeljäger is less effective against ground-based targets, receiving a +4 target number modifier and inflicting only 8D damage (AV), reduced by –2 per half meter.

Source: Cannon Companion, p28
Aztechnology
Lasher
as projectile
SS
1 (b)
VL, VM
0
3 kg
1-K
4000¥
3
12/2 wks
Disassembled
4
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
150
450
1200
3000
TN
4
5
6
9
  • Top: magnifying 2 + low light scope

he Lasher is a lightweight, portable, single-missile delivery system designed for operations that require only a quick, strategic strike. The reusable launcher loads only a single rocket or missile, but features a Rating 2 low-light imaging scope. The shoulder brace, scope and collapsible tube can be assembled or disassembled in 10 Combat Turns. The components of the Lasher fit inside a large suitcase. When collapsed, the Lasher’s Concealability is 4.

Source: Cannon Companion, p27
IWS
Multi-Launcher
as projectile
SS
4 (b)
0
8 kg
1-J
8000¥
2
12/14 days
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
150
450
1200
3000
TN
4
5
6
9

The most common missile launcher in the shadows emphasizes a flexible delivery system and eliminates back-blast problems. The reusable launcher breaks open to load up to four missiles. Its sighting mechanism, shoulder brace and exhaust tube are collapsible, making the weapon a compact bundle when disassembled. Heavier missiles and launchers exist, but are rare in the shadows.

Source: Shadowrun, Third Edition, p279
Saeder-Krupp
Ballista Launcher
as projectile
SS
4 (m)
0
6.5 kg
1-K
10500¥
4
18/30 days
Specialized launcher
Skill: Launch Weapons
Range
Min
Short
Medium
Long
Extreme
Distance (m)
20
100
500
3000
5000
TN
4
5
6
9
  • Top: laser target designator

Manufactured by Saeder-Krupp, the Ballista consists of a backpack mechanism that deploys a shoulder-firing missile tube. The missile tube can be used to fire directly or indirectly. The Ballista comes equipped with a laser target designator (see p. 35), but cannot mount other accessories. The Ballista backpack unit takes 10 Combat Turns to put on or take off.

The Ballista may use only Ballista munitions, which come in three varieties. The Mk I is an armor-piercing rocket, used for both direct- and indirect-fire attacks. The Mk II is an armorpiercing, semi-smart missile used only for direct fire. The Mk III is an armor-piercing, laser-tracking missile used for direct and indirect fire. The Mk III must be directed by a laser, microwave or radar designator (see p. 35); choose the designator when purchasing the munitions. All three varieties are considered anti-vehicular (AV); divide by 2 all Barrier ratings and vehicle armor when used against such targets.

The Ballista’s magazine can hold 4 Ballista rounds (of any variety, including mixed). The backpack must be removed in order to replace this magazine. Replacing the magazine takes 3 Combat Turns.

Source: Cannon Companion, p28