Weapons of Savage Cyberpunk

The following is a list of weapons available in the Savage Cyberpunk setting. This list is not meant to be exhaustive, but rather to represent the breadth of weaponry available.

Reading the Tables
Weapon: The name of the weapon. For firearms, the caliber of the weapon is listed in parentheses next to the name.

Damage: Damage is listed in terms of dice. Projectile weapons have fixed damage (such as 2d6). Melee weapons have damage based on the wielder's Strength die plus another die. A knife, for example, inflicts Str+d4 damage.

Cost: The average price of the weapon in credits. These prices can vary significantly based on market pressures. For example, a KN-44 is 500 credits, but may cost significantly more in a highly-controlled corporate enclave, or next to nothing if your local arms dealer is up to his neck in the things.

Avail: Shorthand for Availability, this denotes how difficult it is to find the weapon and its typical legal standing. Like cost, this can vary significantly based on location. For instance, a Colt America L36 has an Availability Code of CR, meaning it is common but requires a license to legally own, but in a high-security zone where all firearms are illegal, it might have an Availability Code of VF, meaning it is very rare and illegal to own. See Equipment Availability for information on Availability Codes.

Weight: The weapon's weight in pounds.

Notes: Additional notes on the weapon, including any weapon qualities.

Hidden Arm Slide
Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. With a hand gesture, the slide releases the weapon/object right into your hand.

Wireless: You can ready the weapon in the slide as a free action.

Holster, Standard
This is a simple device that allows for the comfortable - and obvious - carry of a weapon. For a pistol or similarly-sized firearm, this is typically a hip holster, while a rifle or shotgun holster is often a scabbard worn on the back.

Holster, Concealable
This small holster can be worn on the ankle, clipped to the forearm, in the small of the back, or anywhere else it’s unlikely to be seen. The concealable holster adds -2 to Notice rolls to spot the concealed weapon. Only pistols and smaller weapons fit in a concealable holster.

Wireless: Wireless sensors and a smart-fabric coated weave allow the holster to alter color and texture in real time, adding an additional -1 to Notice rolls to spot it.

Holster, Quick-Draw
This easy access holster can hold any weapon of machine pistol or smaller size. It reduces the multi-action penalty for drawing a weapon to -1, and grants a +1 to the Agility roll made to Quick-Draw a weapon held in it.

Spare Magazine
A spare magazine comes unloaded but can hold the maximum rounds for the weapon. Each magazine is specific to the weapon you buy it for, but they all cost the same.

Speed Loader
The speed loader is a simple device that holds a ring of bullets for fast insertion into a revolver’s cylinder. Each speed loader is specific to the weapon it was designed for. It lets you fully load a revolver as a single action.

Weapon Modifications
Most weapons, especially firearms, can accept a wide variety of modifications, improving its base capabilities, expanding upon those capabilities, or just making the weapon look really cool. Every weapon has seven modification slots: Most modifications take up one of the weapon's modification slots, but some modifications are small enough that they can be added without taking up a slot, such as a weapon commlink. Other modifications can take up one of several slots; for example, a laser sight can be added in either the Top or Under slot.
 * 1) On Top (T) of the weapon
 * 2) Under (U) the barrel
 * 3) The right Side (Sd) of the weapon
 * 4) The left Side (Sd) of the weapon
 * 5) Internal (I)
 * 6) Replacing or adding to the Barrel (B)
 * 7) Replacing or adding to the Stock (St)

Advanced Safety System
The Advanced Safety System works along with your smartlink or biometrics to make sure only an authorized user fires the weapon. Either biometric scanners in the grip or butt of the firearm verify the user's biometrics or the system scans an authorized RFID tag or PAN within 1 meter of the weapon. If an authorized user is present, the weapon functions as normal. If not, the weapon will not function. The system has a default Firewall of 6.

The basic system keeps unauthorized users from firing the weapon, but there are a few extras that can be added to the base system:
 * An immobilizer locks down the weapon so that it will take more than a biometric scan to get it working again. Instead, it requires 5 minutes, a tool kit, and a Repair check to get it working again.
 * Self-Destruct bricks the weapon permanently, damaging its internals beyond repair.
 * Explosive Self-Destruct is the next step up, detonating the weapon as a frag grenade.
 * A Shocker delivers a stunning pulse of electricity to unauthorized users, causing a Stun effect.

Bayonet
A bayonet is a knife that attaches to the barrel of a rifle-sized or larger weapon, effectively turning it into a spear.

A detached bayonet has the same stats as a knife. An affixed bayonet deals Str+d6 damage, with +1 Parry and Reach 1, and requires two hands.

Bipod
This two-legged brace extends downward from the weapon, allowing it to be fired low to the ground with the user in a prone or sitting position. A bipod can be attached to the underbarrel mount of a weapon and, once deployed as one action, reduces the autofire penalty by 1 and the penalty for Long range by 1. If you move, the benefits are negated and you must spend another action to redeploy the bipod.

Wireless: Deploying the bipod is a free action.

Extreme Environment Modification
Arctic conditions can freeze internal lubricants, and desert sands can gum up delicate parts. Extreme environment modification will seal everything up nice and tight, preventing whatever hostile environment it's subjected to from causing the weapon to malfunction. It won't make a weapon work in a lace where the basic laws of physics say it won't function, however - your flamethrower isn't going to work underwater, regardless of how much you tinker with it.

This modification does not take up any modification slots and requires a tool shop to install.

Flashlight
This light is designed to point where your gun is pointing without being too obvious; a recessed light source makes it tough for observers to see where the light is coming from. There are three types of flashlight modifications:

Standard flashlights are the most basic, providing a 20 meter beam of light.

Low-Light flashlights give off a soft red light that is much more difficult to spot but is only useful for those with low-light vision.

Infrared flashlights work similarly to low-light flashlights, but are only visible to those with thermographic vision.

Folding Stock
A folding stock can be added to a pistol and reduces the autofire penalty for the first shot by 1. It can also replace the standard stock of a rifle, shotgun, or larger weapon, allowing it to take up less space while stowed (or under your coat).

Gas-Vent System
Gas-vent recoil compensation systems are barrel-mounted accessories that vent a weapon’s barrel gasses at a specific vector to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-vent systems reduce the autofire penalty by 1.

Gecko Grip
A gecko grip adds tiny fibers to the weapon's grip that cling to nearly anything. The fibers can be turned on and off wirelessly if the weapon has a smartgun system; otherwise, pressing two buttons simultaneously toggles the grip. A gecko grip grants a +4 bonus to resist Disarms or to any other test to avoid dropping the weapon. This modification can go in any weapon, regardless of whether or not it has a stock. However, if the weapon has a stock, the gecko grip takes up the stock slot.

Guncam
The device that launched a thousand stupid MeFeed videos. Whatever your gun is pointing at, it records. While you might not always want a record of what you're shooting, sometimes the footage is invaluable, such as when you need to prove to an employer that you eliminated your target, review footage to plan your next move, or doctor what you filmed to make you look good.

Gyro-Mount
This heavy upper-body harness features an attached, articulated, motorized gyro-stabilized arm that mounts an assault rifle or a heavy weapon. The system reduces the autofire penalty by 1 and eliminates any unstable platform penalties.

Imaging Scope
These classic scopes are attached to the top mount; attaching or removing them takes only one action. Imaging scopes include a micro camera and vision magnification, and they have a Capacity of 3 to hold vision enhancements. The magnification provides a +2 Shooting bonus to shots at Medium Range or higher as long as the firer does not move in the same round.

Laser Sight
This device uses a laser beam to project a visible dot (in your choice of color) on the target. This grants a +1 to Shooting rolls, which is not cumulative with smartlink modifiers. The laser sight can be attached to either the underbarrel or top mount. Activating or deactivating a laser sight is an action.

Wireless: Activating or deactivating the laser sight is a free action.

Slide Mount
This upgrade installs on the top, under, or side slots, making it much easier to install and remove modifications in these locations. Other weapon modifications can be attached to a slide mount as an action.

Smart Firing Platform
This is a non-mobile robotic tripod equipped with a remote control pivot that allows for a 180-degre firing arc and a 60-degree inclination. You can mount one smartgun-equipped weapon to the platform, and it will be fired by the device’s onboard AI. The platform is equipped with a Shooting Autosoft (Shooting d6) and can be upgraded further. You must set the parameters of who exactly the platform should and shouldn’t shoot at. The platform reduces autofire penalties by 1.

Wireless: You can fire the mounted weapon remotely, like a drone with no rigger interface. You can use an implanted smartlink with the smartgun if you’re in VR.

Smartgun System
This connects a firearm or a projectile weapon directly to the user’s smartlink. Incorporating a small camera and laser range finder, the smartlink keeps track of ammunition, heat buildup, and material stress. If you have a smartlink, you can mentally switch between gun modes, eject a magazine, and fire the gun without pulling the trigger. The camera lets you shoot around corners without exposing yourself to return fire (at a -2 penalty). The system makes use of advanced calculation software, allowing for precisely calculated trajectories and high precision over any distance, reducing range penalties by 1.

The smartgun features are accessed either by universal access port cable to an imaging device (like glasses, goggles, or a datajack for someone with cybereyes) or by a wireless connection working on concert with a direct neural interface.

Internal smartgun systems cost twice the price of the weapon. An external smartgun system can be attached to the top mount or underbarrel mounts with a Repair test and 1 hour of work. The small camera has a Capacity of 1 and can be equipped with vision enhancements.

Wireless: A wireless smartlink provides a +1 to Shooting rolls if you’re using gear with a smartlink or +2 if you’re using smartlink headware. Ejecting a magazine and changing fire modes are free actions.

Suppressor
This barrel-mounted accessory reduces the sound and flash of a weapon’s discharge. A suppressor imposes a -1 penalty to Shooting rolls, but characters must make a Notice roll to hear the shot. Those beyond 5” suffer a -2 to this roll and those beyond 10” a -4. Beyond 20”, no roll is possible unless the character is actually looking at the shooter. The shooter may make a Stealth roll (opposed by Notice) to hide the use of the weapon, but this incurs the standard multi-action penalty. A suppressor cannot be used with a revolver or shotgun.

Tracker
This is a customized RFID tag that combines the functions of security and stealth RFIDs, giving you the chance to track down your weapon if for some reason you don't know where it is.

Underbarrel Bola Launcher
This modification is a modified grenade launcher designed to fire a pair of balls connected by a thin rope, called a bola, which can entangle and trip an opponent. The bola launcher has a Range of 12/24/48, and on a successful hit, the target is entangled. Entangled targets cannot move or use any skills linked to Agility or Strength. The target must succeed on an Agility or Strength roll at -2 (their choice) to free themselves. Success frees the target but consumes the action - a raise frees them immediately. An underbarrel bola launcher can only be attached to a rifle-sized or larger weapon.

Underbarrel Flamethrower
This miniature flamethrower functions as the LTB-P thermite gun, but only has enough fuel capacity for two shots. An underbarrel bola launcher can only be attached to a rifle-sized or larger weapon.

Underbarrel Grapple Gun
This is simply a weapon-mounted version of the standard grapple gun. An underbarrel grapple gun can only be attached to a rifle-sized or larger weapon.

Underbarrel Grenade Launcher
This is a grenade launcher that can be mounted on the underbarrel slot of a rifle-sized or larger weapon. It only has the capacity for a single grenade, but otherwise functions as a Linebacker MSGL.

Weapon Commlink
For many runners, their weapon is the focus of much of their attention. Therefore, it makes sense to install a commlink in it in order to make it the focus of their PAN as well. Many users like to combine this accessory with the weapon personality mod (see below).

Weapon Personality
This is artificial intelligence software that allows a weapon to provide information in a more personable fashion than simply displaying data on a HUD or screen. Snipers on extended solo missions in the field are particularly fond of this modification, as it can provide a reasonable substitute for their rare opportunities for social interactions. The Duke Nukem personality with its crude quips to tell you when you've hit your target is especially popular.

3RB
The weapon has a three-round burst selector. A three-round burst gives the user +2 to hit and damage, and uses three rounds of ammunition.

AP (Armor Piercing)
The weapon or round ignores this many points of Armor. A weapon with AP 4, or instance, ignores 4 points of Armor. Excess AP is simply lost.

Auto
This full-auto weapon may fire in semi-automatic (single-shot) mode.

HW (Heavy Weapon)
The weapon can affect vehicles or other devices with Heavy Armor.

Nonlethal
A weapon with this quality deals nonlethal damage (SWDX 74).

Parry +X
The weapon adds the bonus to the character's Parry score when used.

Reach
Weapons with "reach" allow their user to make Fighting attacks at the listed range. Reach 1, for example, allows a character to strike a target 1" distant. Weapons without a reach value can only strike adjacent targets.

Revolver
Revolvers are a type of firearm that is fed from a revolving cylinder instead of a magazine. A revolver may use Rapid Attack (SWDX 75) like a Semi-Auto weapon, but cannot be used to double-tap.

Semi-Auto
The weapon fires on semi-auto and can take advantage of the double-tap rules (SWDX 72).

SF (Snapfire Penalty)
Certain weapons, such as sniper rifles, are very inaccurate if fired "from the hip" rather than using their excellent sights or scopes. If the character moves in the action they fire, they suffer a -2 penalty.

Shotgun
Shotguns fire a spread of metal balls (also called shot) and so do more damage at close range where the spread is less and more of the shot hits the target. Farther away, the shot spreads more and causes less damage. Because of the increased chance of hitting someone due to the spread, shotguns add +2 to their user's Shooting rolls. They cause 1d6 damage at Long range, 2d6 at Medium, and 3d6 at Short range.

Double Barrels: Shotguns sometimes feature two attached barrels. If the attacker wants to fire both barrels at once, they roll an additional Shooting die just like when firing Full Auto, including recoil (which cancels out the usual +2 for shotguns). Roll damage for each successful shot separately.

Slugs: Shotguns can also fire slugs. The attacker doesn't get the +2 shotgun bonus to their Shooting roll, but the damage is 2d10 regardless of the range increment.

Stun
A weapon with this quality can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch attack), resolve damage. Then the victim must make a Vigor roll or fall prone and Incapacitated. At the start of each subsequent action, the victim makes a Vigor roll to revive. Success means they revive but are Shaken for the round and can recover on the next as usual. A raise means the victim revives instantly and is not Shaken.

Throwback
A weapon with this quality does not have wireless capability. They cannot be accessed by wireless connection, and so can neither be controlled remotely nor gain a wireless bonus.