Weapons are a type of Equipment primarily used for offensive purposes. Weapons are Equipped in [Hand Slots] and stored in [Holsters].
On this page all Weapons are sorted by their primary [Mastery] usage, in addition each entry is delivered in the format of a table, you can see an example with explanations below:
Corp Name: Which [Gigacorp] primarily makes the Weapon. Most Weapons are produced by nearly all of the [Corps], the manufacturer listed is usually the brand most associated with that Weapon, you should feel empowered to personalise your Weapons however you see fit, including which [Corp] made it.
[Mastery]: The primary [Mastery] used to add a Static Modifier to a Dice Pool instead of a Skill. As is always the case with masteries if you believe the way in which your character is using the item is better represented with a different mastery, ask to use that instead. You will still use the base Skill listed to determine any Bonus Die and the Stat added to your [Mastery].
Traits: Below this heading are the Weapon's Traits, each will have a unique name and description of what the trait does for your Weapon. Unless otherwise stated each trait is unique within its name and does not gain any stacking benefits if you add more of that trait
Example: if you were to add the [Full-Auto] [Ability], which lets you make two [Attacks] per [Combat] [Action], to a [Weapon] that already has it, you would not then gain four Attack Rolls per attack.
Effect: Below this is any Effects the weapon may have, these are often unique to the weapon and cannot be gained any other way.
Requirements: The Stat Requirement to use the item in the format of, Stat Required: Number of that Stat needed , if your Character's relevant Stat does not meet that of the item, you cannot use the item. (Most often Brawn is the primary Stat requirement, but it can be others)
Damage: The Damage the Weapon Does should your Attack be Succesful, often a flat amount(e.g, 10 or Stat), an amount of dice of a particular type (e.g, 2D6), or a combination of both (E.g, 3D8 + 6 or 2D12 + Brawn)
Range: The effective distance your weapon can be used at, any Attack rolls outside of this range are taken with Disadvantage, or in the case of weapons with the Close Combat trait, cannot be taken at all. (For Example: a Weapon with Range 12 - 48 in the case of the Revolver, firing at a target 6 units away or 49 units away, would suffer Disadvantage on Attack Rolls.)
Ammo: The total amount of shots your weapon can fire before it needs to be Reloaded, if the weapon does not have an Ammo number it does not have Ammo and does not need to be reloaded. When a Critical Failure occurs during an Attack roll with a weapon that has Ammo, it jams and loses all its current Ammo and needs to be reloaded.
HardPoints or HP: The total Hardpoints on a weapon that determine how many Mods may be installed upon it.
Credits: The Value in Credits to purchase the Item, also its base sale price before modifiers (unless otherwise specified)
Upkeep: The Upkeep in credits for the Item to be paid each 10 day Cycle, if you cannot or choose not to pay the upkeep for an item, it becomes functionally useless (all Rules the item offers are no longer in effect and any traditional use of the Item no longer works [you effectively have an expensive paper weight]) until you pay its Upkeep, this price stacks for each Upkeep you do not pay.
Special Weapons
The following Weapons are almost always unobtainable through direct purchase and are gained through some other method, such as a Job Ability, Racial Ability, or bonus from another Item.