Weapons Locker

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Filter: Other Capitol Bauhaus Mishima Imperial Cybertronic Whitestar The Cartel The Brotherhood Luna PD -
HANDGUNS AND MACHINE PISTOLS
Handguns are the most commonplace and widely-available class of rearm, and are the most likely to be found in the hands of civilians. Few restrictions exist on their purchase, at least amongst citizens of the manufacturer's corporation, and their size and portability makes them ideal for law enforcement, corporate agents, and private use, without drawing undue attention.
Reloads for Handguns and Machine Pistols have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
.45AP No.3 'Ronin'
Tambu Keiretsu / Mishima
Close
1+3
Semi-Automatic
2
One-handed
1
Close Quarters
2
4 / 4
Core p.214
The Ronin is a budget gun made for a budget world. It is lighter and slightly more accurate than comparable weapons from other corporations, but the quality and durability are vastly inferior to similar guns in a higher price class. The Ronin is the gun of the low life. Originally made for the ‘expendable’ Ashigaru of the Mishima corporation, the gun has found its way onto the streets of Luna. Those down on their luck, and looking to change that, often carry this weapon.
.55g M15 'Ironfist'
Sherman / Capitol
Close
1+3
Burst
3
Unbalanced
2
Close Quarters
4
5 / 5
Core p.212
Originally meant for military production, Sherman has recently gained approval to launch this model commercially on Luna, albeit with the requirement of a special license and registration for any buyer. Similar to the M13, but with smaller .55 calibre (14mm) ammunition and an integrated mini grenade launcher. Still mostly seen in military circles, ex Special Forces might be seen carrying them, as well as certain unsavoury elements bent on destruction.
GL-240 Grenade Launcher
Sherman / Capitol
Medium
As Grenade
Munition
0
-
2
As Grenade
4
-
Core p.212
.74 M13 'Bolter'
Sherman / Capitol
Reach
1+4
Munition
3
Two-handed
2
Armour Piercing 1, Close Quarters
3
5 / 5
Core p.212
Although advertised as the civilian version of the M15, the Bolter is not the rst choice for a personal defence sidearm. Someone carrying a Bolter is either out to do major damage to someone, or expecting to encounter armoured resistance. With its .74 calibre rounds, this gun makes light work of most personal body armour. The Bolter is a weapon of choice for many paramilitary organisations, as well as law enforcement in more dangerous areas. Sherman’s sales policy – and the relatively lax arms trade regulations of Capitol in general – mean that anyone with the money can obtain one of these weapons, making it the most proli c military-grade sidearm in the system.
Iron Hand Autopistol
Generic / Whitestar
Close
1+4
Semi-Automatic
3
Unbalanced
3
Close Quarters
2
5 / 4
Core p.215
The original stock for these heavy handguns was sourced from the weapon cache at Zlogora. It is the standard sidearm of thousands of stronghold militias, and the favoured weapon of the Tsarina. The majority of Iron Hands in existence come from the ancient Zlogora armoury, but the Nevskiy Armaments factory has now begun to manufacture new ones in limited numbers.
MP-105
RWD / Bauhaus
Close
1+3
Burst
2
One-handed
3
Ammo (Spread 1), Close Quarters
3
8 / 7
Core p.215
Possibly the best personal side arm available today, its popularity on the streets suffers due to its awkward magazine placement, as well as its steep price. Those who can afford the high price of Bauhauser quality are more likely to buy the Punisher or the Piranha. The MP- 105 uses caseless ammunition; giving it a magazine capacity other guns struggle to match.
P1000
Cybercurity / Cybertronic
Close
1+3
Burst
2
One-handed
C
Close Quarters
4
10 / 9
Core p.214
The P1000 personal sidearm is laden with Cybertronic’s most recent technological advances. With DNA sensors in the grip, the gun cannot be used by unauthorised persons. As such, illegal versions of the gun are extremely rare, though some people have managed to bypass the security system. The weapon is a fairly standard machine pistol in terms of its capabilities, though Cybertronic engineering makes it exceptionally reliable, with electronic systems that monitor barrel heat and minimise mis res. Every security or military member of Cybertronic is equipped with this gun, and the corporation’s citizens often acquire one for protection.
P60 'Punisher'
Cartel Arms / The Cartel
Close
1+4
Burst
3
Unbalanced
3
Close Quarters, Knockdown
3
6 / 6
Core p.215
This high-calibre pistol is a clear favourite for many soldiers, freelancers, and corporate agents across the system, due to its reliability and stopping power. Developed by the Brotherhood for Cartel Arms after the First Corporate Wars, it is available everywhere in the system for those who can afford it. Versions have been manufactured by each of the original four corporations. Its fearsome recoil, which is as ‘punishing’ as its stopping power, means that it takes considerable strength to wield one of these guns effectively. The results, however, can be spectacular.
Piranha Handgun
Cartel Arms / The Cartel
Close
1+3
Semi-Automatic
2
One-handed
3
Close Quarters, Hidden 1
1
6 / 4
Core p.215
The Piranha is, without a doubt, a favourite among freelancers, cartel agents, bodyguards, and law enforcement agents. It is light, easily concealable, and widely available. But best of all, it does not require a license to carry. Its low calibre and light recoil make it easy to handle, but it lacks in stopping power and is much more expensive than most guns. Those who can afford to carry one, tend to favour its convenience.
PSA MK. XIV 'Aggressor'
Lyon & Atkinson / Imperial
Close
1+4
Burst
3
Unbalanced
2
Close Quarters
3
5 / 5
Core p.214
The Aggressor is the standard sidearm for Imperial personnel everywhere, from battle eld units to security guards to intelligence workers. Outside the corporation, they are a rare sight, as the weight and size of Imperial armaments are not always favoured by non-Imperials. However, the bulky construction and high calibre rounds give it a punch that few other pistols can match.
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SUB-MACHINE GUNS AND PERSONAL DEFENCE WEAPONS
A compromise between the firepower of a rifle and the portability of a handgun, sub-machine guns and personal defence weapons are compact and potent, commonly effective at close ranges. Their increased bulk and weight allows them to maintain higher rates of fire, hold larger quantities of ammunition, and mount attachments like grenade launchers.
Reloads for sub-machine guns have a Restriction one lower than the weapon they are intended for, a Cost of 1, and an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
Car-24 Close Assault Rifle
Sherman / Capitol
Close
1+4
Burst
3
Two-handed
2
None
3
6 / 6
Core p.215
This Sherman, Inc. weapon includes a compact grenade launcher, making it extremely popular with criminals, freelancers, and soldiers who desire extra repower. Copies of this design – most of them illegal, and many of them of poor quality – can be found across the system. In fact they are so widespread, that it can often be dif cult to tell a copy from a legitimate version. Most criminals do not care, so long as it works.
GL-240 Grenade Launcher
Sherman / Capitol
Medium
As Grenade
Munition
0
-
2
As Grenade
3
-
Core p.215
CAW2000
Cybercurity / Cybertronic
Close
1+3
Burst
3
Unbalanced
C
None
3
12 / 9
Core p.216
The most well-known of Cybercurity’s Close Assault Weapon line, the CAW2000 is one of the best weapons of its class. It is also one of the rarest, as it is not readily available to anyone outside of Cybertronic. Those who attempt to sell them on the black market, risk the wrath of the corporation’s SWI (Security, Warfare, and Intelligence) division. Like other weapons in the class, it includes a grenade launcher. Unusually, however, its grenade launcher doubles as the mounting port for the bayonet concealed in its stock. They cannot both be used at the same time, but this is barely an inconvenience, as few people use a grenade launcher at bayonet range, or a bayonet at grenade launcher range.
GL2000 Grenade Launcher
Cybercurity / Cybertronic
Medium
As Grenade
Munition
0
-
C
As Grenade
3
-
Core p.216
MP-103 'Hellblazer'
RWD / Bauhaus
Close
1+4
Burst
3
Unbalanced
3
Ammo (Spread 1)
2
9 / 6
Core p.216
Originally designed for Doomtrooper strike teams, but never put into mass production, many design elements from the 103 project were repurposed into the MP-105. The 103 entered production on a smaller scale, catering to select groups who favoured the more robust ‘Hellblazer’ over the compact MP-105.
MP-105GW
RWD / Bauhaus
Close
1+3
Burst
2
Unbalanced
3
Ammo (Spread 1)
4
10 / 9
Core p.216
The MP-105GW is essentially an ordinary MP-105, re tted with a longer barrel, a telescoping stock, and a grenade launcher. Utilising the same ammunition, and most of the same parts, means that it is easy to resupply and maintain.
GW-1055 Grenade Launcher
RWD / Bauhaus
Medium
As Grenade
Munition
0
-
3
As Grenade
4
-
Core p.216
No. 4 'Windrider'
Tambu Keiretsu / Mishima
Close
1+3
Burst
3
Unbalanced
1
None
3
5 / 5
Core p.216
Suffering from many of the manufacturing issues that plague Mishiman rearms, the Windrider was pushed into production hastily to capitalise on the mass market success of the Ronin pistol. The biggest aws are related to the detachable grenade launcher, which most users ignore altogether. When bought without the launcher – as has become commonplace – the weapon is a cheap and effective, if occasionally unreliable, personal defence weapon.
No. 23 Greande Launcher
Tambu Keiretsu / Mishima
Medium
As Grenade
Munition
0
-
1
As Grenade
3
-
Core p.216
SMG MK. III 'Interceptor'
Lyon & Atkinson / Imperial
Close
1+5
Burst
4
Two-handed
2
None
3
6 / 6
Core p.216
The standard-issue SMG for Imperial’s military and security personnel, public perception of the Interceptor is mixed. It is amongst the most powerful weapons in its class, and its raw power and easy handling make it extremely popular amongst its proponents. However, it is heavily criticised for its considerable weight and short range.
Grenade Launcher
Lyon & Atkinson / Imperial
Medium
As Grenade
Munition
0
-
2
As Grenade
3
-
Core p.216
SMG MK. IVP 'Plasma Intruder'
Lyon & Atkinson / Imperial
Close
1+4
Burst
3
Two-handed
2
Ammo (Blast [Close], Vicious 1)
3
6 / 6
Core p.216
The complaints about the bulk of the Interceptor were heard by the weapons designers of Lyon & Atkinson. The solution, reducing weight without losing firepower, was the development of plasma ammunition. Removing the grenade launcher and reducing the calibre of the ammunition also decreased the weapon’s weight considerably, with only minimal loss of firepower.
Plasma Intruder Reloads have a Restriction of 3 and a Cost of 2
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ASSAULT RIFLES, BATTLE RIFLES, AND CARBINES
Assault rifles are the standard weaponry for common troopers in corporate militaries, and more up-scale mercenary forces. Firing medium-calibre ammunition with a lightweight grenade launcher, these weapons are powerful and flexible tools in the right hands. Battle rifles are similar, but are larger and heavier, while carbines are shorter and more compact.
Assault rifle, battle rifle, and carbine Reloads have a Restriction one lower than the weapon they are intended for, a Cost of 1, and an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
AG-17 'Panzerknacker'
RWD / Bauhaus
Medium
1+5
Burst
5
Two-handed
3
Ammo (Armour Piercing 1, Spread 1)
4
12 / 10
Core p.219
The Panzerknacker’s name is derived from its outstanding armour piercing capabilities. Its primary feature is the extreme rate of re, possible only because of the caseless ammunition. The AG-17 comes with a folding stock as standard.
GW-170 Grenade Launcher
RWD / Bauhaus
Medium
As Grenade
Munition
0
Two-handed
3
As Grenade
4
-
Core p.219
AC-19 'Volcano' Assault Rifle
Sanctus / The Brotherhood
Medium
1+5
Burst
6
Two-handed
3
Pious 1
4
7 / 7
Core p.220
The standard ri e of Brotherhood troopers, the AC-19 is chambered for 7.92mm caseless ammunition. It was the produced by Bauforce under licence from, and under supervision by, the Brotherhood’s Order of Engineers. The weapon is extremely reliable, and functions awlessly with proper maintenance. The AC-19 accommodates a number of different attachments. Most troopers use a bayonet or underslung grenade launcher, while skilled marksmen favour a high- powered scope for precision work.
GW-170 Grenade Launcher
Sanctus / The Brotherhood
Medium
As Grenade
Munition
0
-
3
As Grenade
4
-
Core p.220
AR3000
Cybercurity / Cybertronic
Medium
1+5
Burst
5
Unbalanced
C
None
4
14 / 11
Core p.218
Utilising a similar internal structure to the larger SR3500 ri e, the AR3000 is easier to handle at medium ranges and tted with an integrated grenade launcher. As with all Cybercurity weapons, the AR3000 has an anatomical grip and specialised balancing measures that allow one-handed use for suf ciently strong warriors. Using the grenade launcher requires both hands, however.
GL3000 Grenade Launcher
Cybercurity / Cybertronic
Medium
As Grenade
Munition
0
Two-handed
C
As Grenade
4
-
Core p.218
M50 Assault Rifle
Greening Inc. / Capitol
Medium
1+5
Burst
5
Two-handed
2
None
3
6 / 6
Core p.217
Although not the best weapon in the assault ri e category, the M50 is one of the most widespread weapons outside the military forces thanks to the numerous pirated copies, its sale to private security companies, and its versatility. The integrated grenade launcher has an internal magazine of six rounds, and the ri e’s stock can be folded away for portability.
M509 Grenade Launcher
Greening Inc. / Capitol
Medium
As Grenade
Munition
0
-
2
As Grenade
3
-
Core p.218
MK. XIB 'Invader' Battle Rifle
Lyon & Atkinson / Imperial
Medium
1+6
Burst
6
Two-handed
4
None
3
8 / 7
Core p.219
The Invader battle ri e is similar in design to the Assailant SMG, but is larger and sturdier. Its grenade launcher is drum-fed, giving it considerable ring endurance at the cost of greater bulk.
GL3000 Grenade Launcher
Lyon & Atkinson / Imperial
Medium
As Grenade
Munition
0
Two-handed
4
As Grenade
3
-
Core p.219
MK. XLIII Plasma Carbine
Lyon & Atkinson / Imperial
Medium
1+6
Burst
6
Two-handed
2
Ammo (Blast [Close], Vicious 1)
3
7 / 6
Core p.219
The Plasma Carbine is similar in design to the smaller Plasma Intruder SMG, also manufactured by Lyon & Atkinson, but is considerably more durable and robust. The weapon lacks a grenade launcher, as the use of plasma ammunition makes it somewhat redundant.
Plasma Carbine reloads have a Restriction of 3 and a Cost of 2.
No. 1 'Shogun'
Tambu Keiretsu / Mishima
Medium
1+4
Burst
4
Unbalanced
2
None
3
6 / 6
Core p.218
A ne example of Mishiman weapon design at its best, the Tambu Keiretsu learned from mistakes made with the Windrider SMG, and produced a weapon with a completely different internal structure. The end result is a compact, effective carbine, favoured by Ashigaru and Samurai alike, though versions made for Samurai tend to be hand-crafted masterpieces rather than the mass-produced examples employed by commoners in battle.
No. 23 Greande Launcher
Tambu Keiretsu / Mishima
Medium
As Grenade
Munition
0
-
1
As Grenade
3
-
Core p.218
Zhivotnoye MAT Type 2 Infantry Weapon
Generic / Whitestar
Medium
1+5
Burst
5
Two-handed
4
None
2
6 / 5
Core p.220
A general-purpose assault ri e designed to be utterly reliable and capable of functioning in the most dif cult of circumstances – even underwater. The weapon is more commonly known by its colloquial name, the Zhivo.
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SNIPER RIFLES
Sniper rifles have a far greater effective range than assault and battle rifles. Additionally, they are more precise and capable of greater penetration. However, they are bulky, awkward to use at closer ranges, and extremely expensive due to small production runs and extremely narrow tolerances in manufacturing.
Reloads for Sniper Rifles have a Restriction one lower than the weapon they are intended for, and a Cost of 2. They have an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
Mephisto Sniper Rifle
Cartel Arms / The Cartel
Long
2+5
Burst
8
Unbalanced
4
Unforgiving 3
3
14 / 10
Core p.223
The Mephisto was speci cally designed for Doomtrooper forces and agents of the Brotherhood, and is consequently almost impossible to obtain through legitimate channels. Add to that the high cost, and you have an incredibly rare weapon. It is, however, one of the most powerful and precise ri es around, which justi es its cost.
No. 15 'Archer'
Tambu Keiretsu / Mishima
Long
2+4
Semi-Automatic
4
Two-handed
3
Unforgiving 2
3
9 / 7
Core p.220
The Archer is more compact than most sniper ri es, its bullpup design shortening the weapon without shortening the barrel. A departure from the typical assembly-line production methods, it is a hand-made masterpiece weapon, with each example manufactured as a special order for an individual client. This craftsmanship, combined with the compact design, make it extremely popular with assassins and hired killers.
Okhotnik 778
Generic / Whitestar
Long
2+5
Semi-Automatic
7
Two-handed
3
Unforgiving 2
2
8 / 6
Core p.223
A bolt-action ri e favoured by snipers and mutant hunters, the Okhotnik 778 is a reliable, tried and tested weapon, that packs a punch over huge distances. This gun is normally only seen above ground in the Wastelands, where its long-range accuracy is a great advantage. Two models are in circulation: those with wooden stocks, which come from the thousands uncovered decades ago in a sealed Bauhaus arms cache close to the ruins of Tiraspol; and those with metal frame stocks, which are manufactured in small quantities for Wasteland hunters in Vostmor, using a reactivated munitions factory. Both versions are equipped with telescopic sights as standard.
PSG-99
RWD / Bauhaus
Long
2+4
Burst
6
Two-handed
4
Ammo (Spread 1), Unforgiving 2
3
14 / 10
Core p.223
Constructed using the same techniques as other Romanov Weapons Designwerks rearms, including the angled magazine and caseless ammunition, the PSG-99 is a high-capacity, reliable, automatic sniper’s ri e. It is favoured by operatives both within and outside of Bauhaus.
SR MK. XII 'Assailant'
Fieldhausen Arms / Imperial
Long
2+6
Semi-Automatic
8
Unbalanced
3
Unforgiving 2
3
10 / 8
Core p.223
This weapon is the primary marksman’s ri e of the Imperial military. It is a powerful ri e, with the stability that comes from considerable weight; but that same weight makes it unpopular with outsiders, who value portability as much as stopping power.
SR-50 'Manstalker'
Greening Inc. / Capitol
Long
2+5
Semi-Automatic
7
Unwieldy
3
Unforgiving 3
3
10 / 8
Core p.220
Technically little more than an extended M50, the SR-50 is a sniper’s dream. In spite of the large calibre ammunition, the gun absorbs almost all recoil into the mechanism, and is tted with an extremely effective silencer and ash suppressor, making it almost silent. The weapon, and its integrated scope, is so precise that a skilled marksman can hole a ve crown piece at almost two kilometres, and it is extremely reliable. The stock collapses to make it more portable during transport.
SR3500
Cybercurity / Cybertronic
Long
2+4
Burst
4
Two-handed
C
Unforgiving 2
4
20 / 14
Core p.220
Despite its apparent bulk, the SR3500 is a lightweight and stable weapon, constructed of shock-absorbent plastics and ceramics that help minimise recoil. Its cunning construction allows it to be sturdy and durable, without being heavy. The SR3500 is produced in such limited quantities that nding one available for sale is almost unheard of. Cybertronic citizens with roles in the SWI division are able to request the purchase of one, but this is not always granted. The weapon is tted with a collapsible bipod and a detachable night vision scope, and has a mounting for a chain bayonet for close-quarters engagements.
Chain Bayonet
Cybercurity / Cybertronic
-
1+5
-
0
-
C
Reach, Vicious 1
4
-
Core p.220
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LIGHT MACHINE GUNS AND SQUAD AUTOMATIC WEAPONS
Light machine guns, commonly found in infantry squads to boost their firepower, are typically little more than upgraded assault rifles, built for sustained fire. Most are belt-fed, with easy-to-replace barrels to allow the operator to fire them for longer, without stopping to reload or damaging the weapon through overheating. However, this customisation comes at the cost of mobility and versatility – light machine guns are typically more cumbersome than their assault rifle counterparts are.
Light machine guns use the Heavy Weapons skill, rather than the Ranged Weapons skill. Reloads for light machine guns have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
AC-40 'Justifier'
Sanctus / The Brotherhood
Close
1+5
Automatic
5
Unbalanced
3
Pious 1, Spread 1
4
14 / 11
Core p.224
Used almost exclusively by Inquisitors, the Justi er is a close support weapon capable of unleashing brutal repower at short range. The internal mechanism of the Justi er is similar to that of the Volcano assault ri e. However, it does not resemble a conventional ri e: it is forearm-mounted, with a thumb-switch trigger, a broad air-cooled barrel, and an oversized chainblade, making the Justi er quite distinctive.
Chainblade
Sanctus / The Brotherhood
-
1+5
-
0
-
3
Pious 1, Vicious 2
4
-
Core p.224
LMG MK. XXIII 'Destroyer'
Lyon & Atkinson / Imperial
Medium
1+7
Automatic
8
Two-handed
2
Spread 1
4
8 / 8
Core p.224
As is standard amongst Lyon & Atkinson designs, the Destroyer LMG favours raw power over other considerations. This means it is unusually heavy and powerful for its class, with a terrifying recoil to match. As with most weapons produced by L&A, opinion on them is extremely divided.
M606
Sherman / Capitol
Medium
1+6
Automatic
6
Two-handed
2
Spread 1
4
8 / 8
Core p.223
The M606 is one of the most popular light machine guns ever produced, and is a useful weapon for most combat situations. Its relatively light construction and simple design make it easy to handle, even if it is not particularly accurate. The ‘trombone’ gas regulator – an adjustable handle under the barrel – allows the operator to adjust the rate of re to suit his situation.
MG-40
RWD / Bauhaus
Medium
1+6
Automatic
5
Two-handed
3
Ammo (Armour Piercing 1), Spread 2
4
15 / 11
Core p.224
Essentially just a modi ed AG-17 with a sturdier stock, a belt-feed, and a longer barrel, the MG-40 is a typical light machine gun in most respects. The weapon utilises the same calibre and type of ammunition, but the construction is more robust in order to endure the wear of long bursts. It is a ne weapon for a range of circumstances.
No. 11 'Kensai'
Tambu Keiretsu / Mishima
Medium
1+5
Automatic
4
Two-handed
2
Spread 1
4
7 / 7
Core p.223
The Kensai LMG is essentially a belt-fed variant of the Shogun assault ri e. Its longer barrel and heavier construction gives it more stability for long bursts, and the rate of re can be varied by a ‘trombone’ gas regulator handle. The weapon is one of the lighter LMGs on the market, though the quality of individual models does vary because of the inconsistency of Mishiman mass-production techniques.
Rebrov Light Machine Gun
Generic / Whitestar
Medium
1+6
Automatic
6
Two-handed
3
Spread 1
3
8 / 7
Core p.224
Manufactured in bulk for Bauhaus militias, before the corporate exodus from Earth, the Rebrov is a stubby-barrelled, belt-fed light machine gun, with a built in bipod. Its short barrel means a slight reduction in accuracy, but makes it much more practical to carry around in the cramped tunnels of the Whitestar strongholds than other, comparable LMGs. The Rebrov makes up for its aiming dif culties with a high rate of re and an outstanding reliability record.
TSW4000
Cybercurity / Cybertronic
Medium
1+6
Automatic
4
Two-handed
C
Spread 1
5
16 / 13
Core p.224
The Trooper Support Weapon 4000 is amongst the very nest of light machine guns. Compact construction in proprietary, lightweight materials, combined with superb manufacturing standards and cutting-edge design, make this weapon a wonder in its own right.
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HEAVY MACHINE GUNS AND SUPPORT MACHINE GUNS
Heavy machine guns are amongst the most powerful portable automatic weapons available. To increase the effective rate of fire and keep them operating for as long as possible, they tend to have multiple rotating barrels - a 'Gatling' construction, named for a weapons designer of old Earth long before the exodus. While one barrel fires, a second barrel reloads, and a third barrel ejects an empty shell casing. This minimises wear and heat build-up on individual barrels, and allows the weapon to fire more quickly. These heavy machine guns can tear through almost any target with sufficient application of firepower.
Heavy machine guns use the Heavy Weapons skill rather than the Ranged Weapons skill. Reloads for heavy machine guns and support machine guns have a Restriction one lower than the weapon they are intended for, and a Cost of 2. They have an Encumbrance of 2.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
AC-41 'Purifier'
Sanctus / The Brotherhood
Medium
2+5
Automatic
7
Unwieldy
3
Pious 1, Spread 1
5
16 / 13
Core p.226
The Puri er is a multirole support weapon, delivered with a detachable compact amethrower. It has been in use by the Brotherhood’s elite forces on Venus and Mars since the First Dark Legion War, and is employed by both offensive and defensive units.
Purifier Flamer
Sanctus / The Brotherhood
Close
1+4
Munition
0
-
3
Incendiary 2, Pious 1, Torrent
5
-
Core p.226
HMG MK. XIXB 'Charger'
Lyon & Atkinson / Imperial
Medium
2+7
Automatic
24
Unwieldy
2
Spread 2
5
11 / 10
Core p.226
A monstrous weapon, the sixteen-barrelled Charger machine gun is not a weapon seen on the streets. Commonly mounted on vehicles, it is also the standard support weapon of Imperial’s Trencher infantry, and is carried by soldiers chosen for their powerful physiques. Its extreme rate of re and large calibre make it the single largest and heaviest infantry weapon ever made.
Improved M89
Sherman / Capitol
Long
2+7
Automatic
18
Unwieldy
2
Spread 1
4
10 / 9
Core p.226
The Improved M89 is a nine-barrelled squad support weapon, originally designed for use on vehicles. The addition of a forehandle, and a shortening of the barrels, make the weapon man-portable... barely. The M89 stresses repower over accuracy.
MG-80
RWD / Bauhaus
Long
2+6
Automatic
9
Unwieldy
3
Spread 2
4
17 / 12
Core p.226
The MG-80 is a three-barrelled heavy machine gun used for infantry support. As with most heavy machine guns, it is most effective against dense concentrations of targets, where its repower can be used liberally and with little consideration for wasted ammunition. The weapon is too unwieldy to be easily aimed without a bipod, tripod, or vehicle mount.
No. 45 'Dragonfire'
Tambu Keiretsu / Mishima
Medium
2+6
Automatic
7
Unwieldy
2
Spread 2
4
10 / 9
Core p.226
The Dragon re is a unique, experimental design for a general- purpose machine gun – a three-barrelled gun carried under the forearm of a powersuit. Its inaccuracy is overcome through its extreme rate of re, ensuring that at least some shots will land on target. The barrels are tapered inwards, making the weapon slightly more compact.
Nova Vesna Heavy Machine Gun
Generic / Whitestar
Medium
2+6
Automatic
12
Unwieldy
2
Spread 1, Vicious 1
4
9 / 8
Core p.226
This heavy machine gun is found at sentry emplacements and on vehicle turrets throughout Whitestar territory – but each and every one looks different. It is the central ring mechanism that makes a Nova Vesna a Nova Vesna, and Whitestar’s gunsmiths scavenge and cannibalise all kinds of barrels, stocks, loading mechanisms, sights and other parts to make each one into a working machine gun. Unusually for a heavy machine gun, very few versions of the Nova Vesna employ the Gatling design favoured by corporate gunsmiths. The single-barrelled, high-calibre design lacks the practical rate of re of Gatling weapons, but is easier to maintain in the long-term, and each shot packs a hell of a punch.
SSW4200P
Cybercurity / Cybertronic
Long
2+6
Automatic
8
Unbalanced
C
Armour Piercing 1, Spread 1
5
20 / 15
Core p.226
The Squad Support Weapon 4200 is a three-barrel weapon designed for use in a cannon pod or on a vehicle. It utilises servo-motors and electronic control systems for pin-point accuracy, ring hole-in-hole at up to 2,000 metres. The portable version (the 4200P), which is carried by infantry, is naturally only as accurate as the wielder.
To go Top

SHOTGUNS
Shotguns, also referred to as 'close assault weapons' or CAWs, are mostly used by police and security forces, rather than militaries. They excel at defeating unarmoured foes at close ranges, typically ring a spread of pellets known as 'shot' or a heavy solid round known as a slug. Having no rifling, and ring at a low velocity, they lack range - but the effect of multiple impacts at close range is quite devastating.

Most contemporary shotguns appear to be double-barrelled, but this is not actually the case. Most shotguns have a tubular magazine, which sits below the barrel, commonly containing about a dozen shells. A true double-barrelled shotgun is significantly larger and bulkier.
Reloads for shotguns have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 1.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
50/50 'Airbrush'
Tambu Keiretsu / Mishima
Close
1+5
Semi-Automatic
4
Two-handed
1
Knockdown, Spread 1
2
5 / 4
Core p.227
This double-barrelled shotgun is favoured for its light weight, large capacity, and relatively low cost. However, these advantages come at the cost of quality – mis res are common, and there are even reports of ammunition explosions. This, coupled with the heavy
Bryzgi Sawn-Off
Generic / Whitestar
Close
1+5
Semi-Automatic
2
Unbalanced
2
Knockdown, Spread 2
4
7 / 7
Core p.229
Frequently described as ‘a madman’s weapon’, this sawn-off shotgun has a barrel cut away almost to nothing, with a range so short you can smell your target’s breath. Fire it in an enclosed area, however, and it is almost impossible to miss; anyone or anything in front of a bryzgi nds themselves lled with lead. Salvaged shotguns of all kinds contribute the parts to make these weapons, and the name ‘bryzgi sawn-off’ is a catchall term for virtually all sawn-off shotguns.
HG-14
RWD / Bauhaus
Close
1+6
Semi-Automatic
5
Two-handed
3
Knockdown, Spread 1
2
11 / 7
Core p.227
The conventional HG-14 shotgun is a popular weapon with freelance security forces, but its popularity comes as much from the ease with which it can be converted to the ‘street’ version of the weapon as anything else. Sawing off the stock, scope mount, and part of the barrel can make for a more convenient weapon for illicit activities.
M5165D
Colding Arms / Capitol
Close
1+5
Semi-Automatic
6
Two-handed
2
Knockdown, Spread 2
3
6 / 6
Core p.227
The M516S is the Capitol Security Service’s standard shotgun, and is favoured by private security and law enforcement agencies, such as Luna PD. As a result, they are proli c weapons, found in the hands of law-abiding citizens and criminals alike. The M516D is a double- barrelled variant, favoured by military forces for boarding actions and close assaults.
M5165S
Colding Arms / Capitol
Close
1+5
Semi-Automatic
5
Two-handed
3
Knockdown, Spread 1
2
6 / 5
Core p.227
The M516S is the Capitol Security Service’s standard shotgun, and is favoured by private security and law enforcement agencies, such as Luna PD. As a result, they are proli c weapons, found in the hands of law-abiding citizens and criminals alike. The M516D is a double- barrelled variant, favoured by military forces for boarding actions and close assaults.
MK. XIV 'Mandible'
Bartholomew & Grendel / Imperial
Close
1+6
Burst
6
Two-handed
3
Knockdown, Spread 1
3
7 / 6
Core p.227
This highly successful design was soon adopted as the weapon of choice for close quarters by Imperial forces, and subsequently by other combatants across the system. Its high magazine capacity, automatic re capability, and heavy gauge shells come at the cost of considerable weight, making it far less popular amongst street gangs and freelance operations.
SA-SG7200I
Cybercurity / Cybertronic
Medium
1+5
Semi-Automatic
4
Two-handed
C
Knockdown, Spread 1
3
12 / 9
Core p.227
The SG7000 series was developed for SWI agents working in urban areas. The fully-automatic SG7200 demonstrated problems uncharacteristic of Cybercurity weapons – a tendency to jam or mis re. The SA-SG7200I was developed to overcome this, stripping away the automatic re capability to produce an extremely dependable weapon. It is rarely seen outside of Cybertronic’s SWI department.
Sawn-Off HG-14
RWD / Bauhaus
Close
1+4
Semi-Automatic
4
Unbalanced
3
Knockdown, Spread 1
2
5 / 4
Core p.227
The conventional HG-14 shotgun is a popular weapon with freelance security forces, but its popularity comes as much from the ease with which it can be converted to the ‘street’ version of the weapon as anything else. Sawing off the stock, scope mount, and part of the barrel can make for a more convenient weapon for illicit activities.
SG7000
Cybercurity / Cybertronic
Medium
1+5
Burst
4
Two-handed
C
Knockdown, Spread 1
4
12 / 10
Core p.227
The SG7000 series was developed for SWI agents working in urban areas. The fully-automatic SG7200 demonstrated problems uncharacteristic of Cybercurity weapons – a tendency to jam or mis re. The SA-SG7200I was developed to overcome this, stripping away the automatic re capability to produce an extremely dependable weapon. It is rarely seen outside of Cybertronic’s SWI department.
Zhukov 4 Tunnel Clearer
Generic / Whitestar
Close
1+6
Burst
8
Two-handed
3
Knockdown, Spread 2
4
7 / 7
Core p.229
The combat shotgun known to Whitestar soldiers as ‘the Plumber’ – because it clears unsightly blockages – is a favourite for tunnel ghting. Its beauty is in its simplicity: point its huge-bored barrels at an enclosed space full of enemies, pull the trigger, and let the Plumber do the rest. On the down side, its wide-spraying eld of re makes friendly re a distinct possibility if the shooter is not careful where he is aiming. It also has a very short range – the joke goes that to hit an enemy at long range with the Zhukov, you take a run-up and throw the gun.
Room Clearance: This weapon is exceptional at clearing out tightly-packed groups of enemies. The weapon may affect additional targets by spending one Momentum for each, rather than two, inflicting half the attack’s damage on those additional targets.
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FLAMERS
Flamers, or amethrowers, unleash a spray of pressurised ammable chemicals. Ignited by a pilot light at the weapon’s muzzle, these burning chemicals spread across and stick to targets. They are devastating anti-personnel weapons, but most have little effect on heavily armoured targets.

Most corporate amers employ a version of the 'naplasma' accelerant made famous by the Cartel's 'Gehenna Puker' plasma flamer, though rarely in such heavy concentrations or at such high temperatures. Civilian models - used to clear vermin, and in certain land-management tasks in agriculture – tend to employ cheaper natural gas fuels instead.
Each corporation – and their counterparts in the Dark Legion - manufactures its own particular designs of amer, but the speci c details do not change the weapons’ basic function. Civilian amers cover civilian designs, used for utilitarian purposes and turned against enemies in times of desperation. Military Flamers are sturdier designs that use hotter-burning fuels to eliminate foes rather than vermin.
Reloads for light flamers and flamers have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 2.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
CA-451 'Gehenna Puker' Heavy Plasma Flamer
Generic / The Cartel
Close
2+6
Munition
22
Unbalanced
3
Incendiary 4, Torrent, Vicious 1
5
14 / 12
Core p.229
The Gehenna Puker is an enormous high-tech incinerator unit, that spews out streams of highly-concentrated plasma ame, burning everything in its path to cinders. It was designed to incinerate some of the more resilient breeds of Dark Legion creature, and has become a common sight on battle elds due to its effectiveness. Against the Dark Legion, these weapons are used as often on the bodies of the fallen as against the enemy, immolating remains quickly to ensure that they are not reclaimed and repurposed by humanity’s greatest foe.
A Gehenna Puker uses the Heavy Weapons skill rather than the Ranged Weapons skill. Reloads for a Gehenna Puker have a Restriction of 5, and a Cost of 2. They have an Encumbrance of 3.
Flamer
Generic
Close
1+6
Munition
8
Two-handed
2
Incendiary 3, Torrent
5
10 / 10
Core p.229
Flamers, or amethrowers, unleash a spray of pressurised ammable chemicals. Ignited by a pilot light at the weapon’s muzzle, these burning chemicals spread across and stick to targets. They are devastating anti-personnel weapons, but most have little effect on heavily armoured targets. Most corporate amers employ a version of the ‘naplasma’ accelerant made famous by the Cartel’s ‘Gehenna Puker’ plasma amer, though rarely in such heavy concentrations or at such high temperatures. Civilian models – used to clear vermin, and in certain land-management tasks in agriculture – tend to employ cheaper natural gas fuels instead. Each corporation – and their counterparts in the Dark Legion – manufactures its own particular designs of amer, but the speci c details do not change the weapons’ basic function. Civilian amers cover civilian designs, used for utilitarian purposes and turned against enemies in times of desperation. Military Flamers are sturdier designs that use hotter-burning fuels to eliminate foes rather than vermin. Reloads for light amers and amers have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 2.
Light Flamer
Generic
Close
1+4
Munition
5
Two-handed
2
Incendiary 2, Torrent
3
9 / 7
Core p.229
Flamers, or amethrowers, unleash a spray of pressurised ammable chemicals. Ignited by a pilot light at the weapon’s muzzle, these burning chemicals spread across and stick to targets. They are devastating anti-personnel weapons, but most have little effect on heavily armoured targets. Most corporate amers employ a version of the ‘naplasma’ accelerant made famous by the Cartel’s ‘Gehenna Puker’ plasma amer, though rarely in such heavy concentrations or at such high temperatures. Civilian models – used to clear vermin, and in certain land-management tasks in agriculture – tend to employ cheaper natural gas fuels instead. Each corporation – and their counterparts in the Dark Legion – manufactures its own particular designs of amer, but the speci c details do not change the weapons’ basic function. Civilian amers cover civilian designs, used for utilitarian purposes and turned against enemies in times of desperation. Military Flamers are sturdier designs that use hotter-burning fuels to eliminate foes rather than vermin. Reloads for light amers and amers have a Restriction one lower than the weapon they are intended for, and a Cost of 1. They have an Encumbrance of 2.
To go Top

GRENADES, MISSILES, AND LAUNCHERS
Humanity has been employing explosive devices for a long time, and this current age of warfare is no exception. Soldiers and security operatives have access to a wide range of grenades and missiles, allowing under barrel grenade launchers and rocket launchers to ful l a variety of roles.
Rocket launchers use the Heavy Weapons skill instead of the Ranged Weapons skill. Thrown grenades and grenade launchers use the Ranged Weapons skill.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
Anti-Armour
Generic
Close
2+4
Munition
1
One-handed
2
Armour Piercing 1, Vicious 1
3
6 / 6
Core p.230
Anti-Armour grenades are compact shaped charges, designed to focus their explosive force into an armoured surface.
Anti-Personnel
Generic
Close
2+4
Munition
1
One-handed
2
Blast (Close)
3
6 / 6
Core p.230
Anti-personnel grenades use a mixture of concussive force and projected shrapnel to injure and kill foes across a wide area. Different corporations employ different configurations, but the end results are much the same in any case. The Dark Legion’s Black Grenades are similar, but use Symmetry-tainted shrapnel to inflict lingering wounds.
ARG-17 Rocket Launcher
RWD / Bauhaus
Long
As Grenade +2
Munition
9
Unwieldy
2
As Grenade, plus Unforgiving 1
5
12 / 11
Core p.232
Combining a drum magazine in a bullpup configuration, the engineers at Romanov Weapon Designwerks succeeded in creating one of the most user-friendly and accurate rocket launchers available in the system. It is superb in virtually every regard, and costs as much as you might expect such quality to cost.
Black Grenades (Dark Legion)
Generic
Close
2+4
Munition
1
One-handed
0
Blast (Close), Vile
4
7 / 7
Core p.230
DPAT-9 'Deuce' Rocket Launcher
Federated Arms and Munitions / Capitol
Long
As Grenade +2
Munition
10
Unwieldy
3
As Grenade, plus Unforgiving 1
5
6 / 6
Core p.232
The Dual-purpose, Electrically-calibrated, Unguided Chamber-fed Explosive (DEUCE) system was the first successful attempt to design a semi-automatic, man-portable rocket launcher after the rise of the Dark Symmetry. The design is dated, but it remains a functional and effective example of the innovative efforts of Capitol’s engineers.
Gas
Generic
Close
1+4
Munition
1
One-handed
2
Blast (Close), Toxic 3
5
6 / 6
Core p.230
Gas grenades expel clouds of toxic gas that incapacitate foes.
Incendiary
Generic
Close
1+4
Munition
1
One-handed
2
Amour Piercing 1, Blast (Close), Incendiary 3
5
7 / 7
Core p.230
Incendiary grenades use pyrophoric metallic powders to produce short-lived, intense ames that can melt metal and sear the flesh of anything that gets too close.
No 86A5 'Daimyo' Rocket Launcher
Tambu Keiretsu / Mishima
Long
As Grenade +1
Munition
8
Unwieldy
1
As Grenade
4
5 / 5
Core p.232
This is an extremely light and slim rocket launcher, built in keeping with the Tambu keiretsu’s philosophy of cheap, lightweight, and easy-to-use rearms. The semi-automatic Daimyo is loaded with a hanging magazine of seven rocket propelled grenades.
Pushkin Rocket Launcher
Generic / Whitestar
Long
As Grenade +1
Munition
7
Unwieldy
3
As Grenade, plus Unforgiving 1
3
5 / 5
Core p.232
Made out of repurposed plasti-steel fluid ducting, and the blasting mechanisms from industrial mining equipment, the Pushkin is a marvel of the Whitestar bricoleur’s art. They make a lot of them too – nearly every stronghold militia has at least one of these lying around. Deceptively simple, the Pushkin can launch rockets armed with a variety of warheads, including anti-personnel, anti-armour, and knockout gas payloads.
RL MK XIIC 'Southpaw' Rocket Launcher
Fieldhausen Arms / Imperial
Long
As Grenade +3
Munition
17
Unwieldy
2
As Grenade
5
8 / 8
Core p.232
The most powerful of all man-portable rocket launchers, the Southpaw is a truly fearsome weapon. The bulky munitions accelerate to more than twice the speed of sound and impact with colossal force, which alone would be enough to incapacitate most light targets. However, if this proved insufficient, the Southpaw is also fully automatic, unleashing salvoes of rockets in a short space of time.
Automatic Rocket Launcher: When firing a Southpaw, you may spend one Reload in order to gain d20 on the attack roll and an additional of damage. This is in addition to the Reload that must be spent to re the weapon.
Smoke
Generic
Close
-
Munition
1
One-handed
2
Smoke
3
3 / 3
Core p.230
Smoke grenades generate thick clouds of smoke to generate a concealing screen. Often, the smoke will be coloured, so they can double as signalling devices.
sMoke: A smoke grenade cannot attack a creature directly. You may target your own zone, which is automatically successful, or an adjacent zone, which requires an Average D1 Ranged Weapons test. If successful, the zone lls with smoke for d6 rounds. While lled with smoke, ranged attacks and Observation tests made within, out of, or through that zone, have their difficulty increased by two.
SSW5500 Rocket Launcher
Cybercurity / Cybertronic
Long
As Grenade +2
Munition
22
Unwieldy
C
As Grenade, plus Unforgiving 1
5
15 / 12
Core p.232
The Squad Support Weapon 5500 is an extremely simple design, considering its Cybertronic origins. The entire weapon consists of only ten parts, making it extremely simple to maintain and operate. The proportions of the weapon, intended for heavily-augmented Chasseur infantry, can be somewhat awkward to use for smaller or weaker operators.
Stun
Generic
Close
0+3
Munition
1
One-handed
2
Blast (Close), Knockdown, Stun
3
5 / 5
Core p.230
Stun grenades generate a blinding ash of light and a deafening sound to daze enemies temporarily.
To go Top

AUTOCANNONS
Light autocannons, designed for use by individual combatants, date back to the First Dark Legion War, when they were developed by engineers working for the Cartel to provide the repower needed for one warrior to take on many foes effectively. The technological base for these weapons was subsequently disseminated to the corporations, who developed their own variants. However, the original Cartel designs remain amongst the most popular. Most personal autocannons suffer at long range, due to the shorter barrels necessary to make them man-portable.
Autocannons use the Heavy Weapons skill rather than the Ranged Weapons skill. Reloads for autocannons have a Restriction equal to that of the weapon they are intended for, and a Cost of 2. They have an Encumbrance of 2.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
CA-138 Deathlockdrum
Cartel Arms / The Cartel
Medium
2+7
Automatic
11
Unwieldy
3
Armour Piercing 1, Spread 1
5
11 / 10
Core p.233
This is a single-barrel .50 calibre autocannon with integrated grenade launcher for engaging multiple targets. This particular combination of functions makes the weapon extremely popular with troops fighting in urban areas or assaulting fortifications. While Cartel Arms is the registered designer and manufacturer, both the Homebuilder Bauforce and Imperial Fieldhausen Arms companies manufacture their own versions.
Grenade Launcher
Cartel Arms / The Cartel
Medium
As Grenade
Munition
0
-
3
As Grenade
5
-
Core p.233
MK. I 'Nimrod' Autocannon
Lyon & Atkinson / Imperial
Medium
2+8
Automatic
9
Unwieldy
3
Amour Piercing 1, Spread 2
5
12 / 11
Core p.233
A relatively compact 20mm autocannon, the Nimrod maintains a high rate of re using twin over-and-under barrels that alternate between ring and reloading. Manufactured by Lyon & Atkinson under an agreement with the Cartel, it is a common weapon amongst Doomtrooper gunners, who make full use of both its portability and the destruction it can inflict.
To go Top

MELEE WEAPONS
The brutality of combat is not expressed through rearms alone. For a mixture of reasons including the regression of technology caused by the Dark Symmetry, and the threat posed by the slavering monstrosities of the Dark Legion, armed forces have turned to melee weapons in a way that they had not for centuries. Melee weaponry is typically more reliable, easier to maintain, and more resistant to the effects of the Dark Symmetry than rearms are, and a sword or dagger has the added advantage of never needing to be reloaded.
ModelRangeDamageModeEncSizeReliabilityQualitiesRestrictionCost / SellReference
Clansman Claymore
Generic / Imperial
-
2+5
-
4
Two-handed
4
Parry 2, Pious 2
4
13 / 10
Core p.238
These fearsome two-handed swords have an almost religious significance amongst the clansfolk, who often carry them into battle in place of combat knives, or even sidearms. There is no rational reason for this, but the blades are said to protect from the influence of the Dark Symmetry. They are manufactured by smiths from a number of different companies, though the nest manufactured today are made by Clan Murray through their subsidiary Lyon & Atkinson.
sPiritual signiFiCanCe: Due in part to the belief that it provides protection from the influence of the Dark Symmetry, this weapon hardens the wielder’s soul against Darkness. The weapon grants a +1 bonus to the character’s Corruption Soak while he is carrying it.
Baton or Cudgel
Generic
-
1+3
-
0
One-handed
5
Stun
1
3 / 2
Core p.234
Constructed of metal, wood, ceramic, or dense plastic, batons are common melee weapons favoured by law enforcement for their ability to dissuade and subdue quickly, without inflicting major trauma. Crude cudgels, normally made from lengths of scrap material, or repurposed from sporting equipment, function in much the same way. Most blunt improvised weapons count as batons.
Bayonet (Dagger)
Generic
-
1+3
-
1
One-handed
5
Armour Piercing 1
2
3 / 3
Core p.235
A standard melee weapon amongst soldiers, a bayonet is a long dagger with a handle designed to t into a matching socket on a rifle. When not mounted, it provides all the utility of a knife. When mounted, the rifle’s length gives the blade reach, and allows it to be used more like a spear. It takes a Restricted Action to affix or remove a bayonet from a rifle.
Bayonet (Fixed)
Generic
-
1+4
-
1
Two-handed
5
Armour Piercing 1, Reach
2
3 / 3
Core p.235
A standard melee weapon amongst soldiers, a bayonet is a long dagger with a handle designed to t into a matching socket on a rifle. When not mounted, it provides all the utility of a knife. When mounted, the rifle’s length gives the blade reach, and allows it to be used more like a spear. It takes a Restricted Action to affix or remove a bayonet from a rifle.
Bladed nightstick (Baton)
Generic / Bauhaus
-
1+3
-
1
One-handed
4
Parry 2, Stun
2
8 / 6
Core p.236
Common amongst the Etoiles Mortant and Bauhaus Law Enforcement Units, a bladed nightstick is a side-handle baton with a long blade concealed within the length. Originally intended for utility – cutting through the restraints of a crashed car, or the clothing of an injured person – it was quickly employed in a more martial manner. Some Etoiles Mortant replace the blades with larger ones that cannot retract. It takes a Free Action to extend or retract the blade.
Bladed Nightstick (Blade)
Generic / Bauhaus
-
1+3
-
1
One-handed
4
Amour Piercing 1, Parry 2
2
8 / 6
Core p.236
Common amongst the Etoiles Mortant and Bauhaus Law Enforcement Units, a bladed nightstick is a side-handle baton with a long blade concealed within the length. Originally intended for utility – cutting through the restraints of a crashed car, or the clothing of an injured person – it was quickly employed in a more martial manner. Some Etoiles Mortant replace the blades with larger ones that cannot retract. It takes a Free Action to extend or retract the blade.
Bonesword
Generic / Whitestar
-
1+4
-
3
One-handed
4
Pious 2
3
7 / 6
Core p.240
The signature weapons of the Bone Hussars are carved from the skeletons of the creatures slain during their week-long initiation. The weapons then undergo an intensely secret process, to which even their wielders are not privy, that turns them hard as steel and makes them the bane of monsters. Whatever the transformative process is, it leaves the bonesword with an unearthly glittering sheen, and rows of barbed, arcane runes carved into the blade.
Brass Knuckles
Generic
-
1+3
-
0
One-handed
5
Vicious 1
1
3 / 2
Core p.234
A simple piece of metal or other hard material shaped to t around the knuckles, these are favoured by underworld thugs, and the more unscrupulous private security groups, as a way of ‘enhancing’ a beating. The shape and solidity allows the wearer to punch harder, both by providing a rigid striking surface, and by protecting the wearer’s hand from the impact. Brass knuckles use the Unarmed Combat skill instead of the Close Combat skill. A character cannot use the Parry Response Action with brass knuckles, unless the attacker is also using an Unarmed Combat attack.
Chain Bayonet
Generic
-
1+5
-
1
-
5
Vicious 2
3
5 / 5
Core p.236
Since the coming of the Dark Legion, ‘chain bayonets’ have become increasingly common. Strictly speaking, they are not bayonets, but rather a weaponised chainsaw fitted to a gun. These attachments give a soldier a far greater degree of close combat lethality, which can mean the difference between life and death when clashing with a necromutant. Chain Bayonets cannot be removed or affixed to a weapon in the midst of combat – the vibrations they produce mean they must be properly secured – and few can be used away from a ranged weapon.
Chainsword
Generic
-
1+5
-
3
Unbalanced
3
Vicious 2, Parry 1
3
6 / 6
Core p.236
Chainsaw-bladed swords, commonly called chainswords or chain rippers, are ne weapons for cutting through the servants of the Dark Legion. Many of these weapons are patterned on the old ASH-88 design produced by Campbell Superior Holdings, Inc., a manufacturer long ago bought out by Cartel Arms. It is somewhat bulkier than a conventional sword, but the increased damage it inflicts compared to a mundane blade more than makes up for the weight.
CSA400 Combat Swords
Cybercurity / Cybertronic
-
1+4
-
3
One-handed
C
Parry 1
3
12 / 9
Core p.238
Cybercurity constructs one form of sword, built for efficiency and utility in hand-to-hand combat. The Combat Side Arm 400 is a basic composite alloy sword, extremely sophisticated in manufacture but straightforward in function. Cybercurity manufactures a number of variants of this blade, incorporating additional technologies such as electrocharge systems, a mono-edged blade, toxin dispensers, or superheating elements.
CSA401 Shocksword
Cybercurity / Cybertronic
-
1+4
-
3
One-handed
C
Parry 1, Stun
3
14 / 10
Core p.238
Cybercurity constructs one form of sword, built for efficiency and utility in hand-to-hand combat. The Combat Side Arm 400 is a basic composite alloy sword, extremely sophisticated in manufacture but straightforward in function. Cybercurity manufactures a number of variants of this blade, incorporating additional technologies such as electrocharge systems, a mono-edged blade, toxin dispensers, or superheating elements.
CSA402 Monosword
Cybercurity / Cybertronic
-
1+4
-
3
One-handed
C
Parry 1, Vicious 1
3
14 / 10
Core p.238
Cybercurity constructs one form of sword, built for efficiency and utility in hand-to-hand combat. The Combat Side Arm 400 is a basic composite alloy sword, extremely sophisticated in manufacture but straightforward in function. Cybercurity manufactures a number of variants of this blade, incorporating additional technologies such as electrocharge systems, a mono-edged blade, toxin dispensers, or superheating elements.
CSA403 Toxinsword
Cybercurity / Cybertronic
-
1+4
-
3
One-handed
C
Parry 1, Toxic 2
3
16 / 11
Core p.238
Cybercurity constructs one form of sword, built for efficiency and utility in hand-to-hand combat. The Combat Side Arm 400 is a basic composite alloy sword, extremely sophisticated in manufacture but straightforward in function. Cybercurity manufactures a number of variants of this blade, incorporating additional technologies such as electrocharge systems, a mono-edged blade, toxin dispensers, or superheating elements.
CSA404 Heatsword
Cybercurity / Cybertronic
-
1+5
-
3
One-handed
C
Incendiary 2, Parry 1
3
18 / 12
Core p.238
Cybercurity constructs one form of sword, built for efficiency and utility in hand-to-hand combat. The Combat Side Arm 400 is a basic composite alloy sword, extremely sophisticated in manufacture but straightforward in function. Cybercurity manufactures a number of variants of this blade, incorporating additional technologies such as electrocharge systems, a mono-edged blade, toxin dispensers, or superheating elements.
Daggers and Knives
Generic
-
1+3
-
0
One-handed
5
Armour Piercing 1, Hidden 1
1
4 / 3
Core p.235
Common blades are available almost everywhere, and most people have easy access to one or more knives, even if they are only intended as tools. Daggers and combat knives are designed for fighting, and come in a range of styles dependent upon the corporation that manufactures them – a Mishiman tanto is a very different weapon to a Bauhauser duelling poignard, for example. In any case, the small size and agility of a knife makes them good at exploiting the weak spots in a foe’s defences.
Daisho Katana
Generic / Mishima
-
1+5
-
3
Unbalanced
4
Parry 1
4
7 / 7
Core p.239
The paired swords of the Daisho – literally ‘big and little’ – are the symbol of the samurai, and wearing these swords is the caste’s exclusive privilege. The larger sword is the katana, the primary close combat weapon of the samurai. With a blade 60-70cm in length, it can be drawn quickly and easily. The smaller of the blades is the wakizashi. Its blade is 30-50cm long, and it is used as an auxiliary or off-hand weapon, or for fighting in con ned spaces. It is the weapon traditionally used for ritual suicide. Samurai – whatever their daily responsibilities – carry their Daisho with them constantly, only setting the blades aside in their homes or at their lord’s command.
The listed Cost is for both a katana and a wakizashi. Individually, a katana has a Cost of 4, and a wakizashi has a Cost of 3.
Daisho Wakizashi
Generic / Mishima
-
1+4
-
3
Unbalanced
4
Parry 1
4
7 / 7
Core p.239
The paired swords of the Daisho – literally ‘big and little’ – are the symbol of the samurai, and wearing these swords is the caste’s exclusive privilege. The larger sword is the katana, the primary close combat weapon of the samurai. With a blade 60-70cm in length, it can be drawn quickly and easily. The smaller of the blades is the wakizashi. Its blade is 30-50cm long, and it is used as an auxiliary or off-hand weapon, or for fighting in con ned spaces. It is the weapon traditionally used for ritual suicide. Samurai – whatever their daily responsibilities – carry their Daisho with them constantly, only setting the blades aside in their homes or at their lord’s command.
The listed Cost is for both a katana and a wakizashi. Individually, a katana has a Cost of 4, and a wakizashi has a Cost of 3.
Duelling Sabre
Generic / Bauhaus
-
1+4
-
2
One-handed
4
Duelling, Parry 3
3
12 / 9
Core p.236
Duelling with blades is a ne art amongst the Bauhaus elite, and any Homebuilder of officer rank carries one as part of his standard dress uniform. The blades are also considered a fashion accessory for young and dashing members of the nobility. Each sabre is crafted by one of only a handful of approved and licenced swordsmiths at great expense, and the blades are of extremely ne quality – light and strong, with a keen edge suitable for both cut and thrust.
When purchasing a duelling sabre, you may voluntarily increase the cost by any amount in order to enhance the craftsmanship and ornamentation of the design. This has no effect on the weapon’s effectiveness, but some social circles regard a finely-wrought sword to be an important fashion statement, and thus a cheap sword or an expensive one may influence certain social situations.
Electro-Jolt
Generic / Whitestar
-
1+3
-
1
One-handed
2
Knockdown, Stun
2
3 / 3
Core p.240
The signature accessory of the Night Witches, the electro-jolt looks like an ordinary adjustable spanner. However, the it also stores a high-voltage charge that can be used to zap a recalcitrant machine into life, or an assailant into unconsciousness.
Using an electro-jolt grants a character a single bonus Momentum on any Mechanics test to restart an engine or machine.
Greatsword
Generic
-
2+5
-
4
Two-handed
4
Parry 2
3
12 / 9
Core p.235
Large blades of this sort fell out of favour for centuries, becoming little more than historical oddities or pop-culture curiosities. During the exodus from Old Earth, however, they found use again in the jungles of Venus against the monstrous creatures there. They then gained widespread popularity with the rise of the Dark Legion, where the increased size and killing power of a two-handed sword made them valuable against the larger and tougher creatures of Darkness. Different forms of greatsword exist, manufactured by different corporations.
Guardian Power Shield
Generic / The Brotherhood
-
1+3
-
4
One-handed
4
Full Defence 2
4
6 / 6
Core p.237
The Brotherhood are the primary users of power shields, made iconic by Brotherhood assault troopers and Sacred Warriors. The basic version, the Guardian, is a sturdy defensive tool able to ward the wielder from all manner of attacks. The structure of each shield is a composite of ceramics, metallic alloys, and impact-absorbent plastics. The outermost metal layer is laced with electro-charge laments that generate a magnetic eld strong enough to reinforce it against bullets.
Mortis Sword
Generic / The Brotherhood
-
1+5
-
2
Unbalanced
4
Parry 1, Pious 1, Vicious 2
4
6 / 6
Core p.237
Forged using techniques licenced from Mishiman swordsmiths during the Brotherhood’s earliest days, these matte black double- edged blades are used almost exclusively by Mortifactors. They are exceptionally sharp, lightweight, and able to be used with deadly swiftness.
Punisher Short Sword
Generic / The Cartel
-
1+4
-
2
One-handed
4
Parry 1, Vicious 1
2
6 / 5
Core p.237
These broad-bladed short swords are sturdy and rugged, and are amongst the cheapest and most widely available power swords on the market. The magnetic eld generated by the blade’s circuitry gives it the impact and cutting power of a larger and heavier sword.
Rapier Cane
Generic / Imperial
-
1+4
-
2
One-handed
4
Duelling, Hidden 3, Parry 1
4
7 / 7
Core p.239
A creation of Imperial’s ISC-19, this appears as an ordinary cane or walking stick. However, when the handle is twisted in a particular way, the concealed rapier can be removed, with the main body of the cane serving as a scabbard. This weapon is extremely popular with spies and diplomats. Rapier canes are popular accessories, and the canes come in a range of styles and levels of adornment.
Slicer
Generic
-
1+3
-
1
One-handed
4
Armour Piercing 1, Hidden 2
1
4 / 3
Core p.235
Daggers are the weapons of soldiers and warriors. Slicers, however, are the weapon of the underworld. Collapsible blades, home-made shivs, and similar small blades are ideal for clandestine uses such as assassination. Slicers are so synonymous with street crime that there are even corporate-manufactured ick knives, switchblades, and folding knives. Most sharp improvised weapons count as slicers
Spear
Generic
-
1+4
-
4
Unbalanced
4
Armour Piercing 1, Reach
1
4 / 3
Core p.235
One of the oldest weapons developed by mankind, a spear’s length allows a wielder to engage a fearsome foe at a distance. Spears have remained evident throughout human history more because of ceremonial reasons, and because of the simplicity of both construction and design, than because of their continued usage.
Sword
Generic
-
1+4
-
3
One-handed
4
Parry 1
2
5 / 4
Core p.235
Full-size swords are not the kind of weapon commonly encountered on the street. Those who own and carry swords are typically corporate nobility or military of cers. Within Capitol, the distinction is less clear – as it lacks a distinct noble caste – but swords of different styles can be found both as weapons and ornaments across the system. Even those who do not commonly wield swords understand the ancient martial traditions and sense of prestige they embody.
Unarmed Strike
Generic
-
1+2
-
0
One-handed
-
None
0
0 / 0
Core p.234
A combination of fists, knees, elbows, feet, and other body parts can inflict a fair amount of damage, though few are trained to capitalise properly on the use of the body as a weapon. An unarmed strike uses the Unarmed Combat skill instead of the Close Combat skill. A character cannot use the Parry Response Action with an unarmed strike, unless the attacker is also using an Unarmed Combat attack.
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Source books:
Mutant Chronicles 3rd Edition Roleplaying Game