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Shadowrun: Hong Kong weapons

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This page lists all weapons in Shadowrun: Hong Kong.

Smartlink versions of ranged weapons (price is in parenthesis, when available) have increased accuracy, but require that the user have a Datajack and they typically require a higher Ranged Combat skill.

Pistols[edit | edit source]

  • Pistols are most accurate at medium ranges.
  • Pistol skill 4 reduces reloading to 0 AP.
  • Revolvers can't use the Double Tap or Chainshot abilities.
Name Description Ranged Combat Damage Capacity Cost
Tiffani Self-Defender An elegant weapon, perfect security for the woman about town. 0 4 12 150
Fichetti Security 500 A cheap, common pistol. Mass-produced to keep the cost minimal. 0 7 12 150
(200)
Tiffani Self-Defender II An elegant weapon, perfect security for the woman about town. 0 10 12 150
Ceska Black Scorpion A common machine pistol. Has limited stopping power but fires bursts from a large clip. 1 6 28 250
(350)
Ares Predator An Ares classic considered the premier heavy pistol on the streets. 4 10 15 550
(700)
"The Bloody End" This weapon has been customized with a bullet-slivering chamber, creating makeshift flechette when fired. This lowers accuracy, but can cause mild to extreme bleeding 4 11 14 550
Browning Max-Power A powerful heavy pistol and primary rival to the Ares Predator. Slightly more cost-effective, but slightly less capable. 4 12 10 650
(800)
Cavalier Deputy An old-school revolver that gives increased damage but fewer combat options. Cannot use the Chain Shot ot Double Tap abilities. 5 14 7 600
(750)
Savalette Guardian This popular heavy pistol can fire a three-round burst. 5 10 12 1000
(1250)
Remington Roomsweeper A Remington favorite. Shotgun punch and spread an a heavy-pistol-sized package. Short range but wide spread. 5 14 4 1500
Ruger Super Warhawk A modern revolver. Massive stopping power, but cannot use the Chain Shot or Double Tap abilities. 6 16 6 1250
(1500)
Colt Manhunter A heavy pistol created to perform under the most extreme situations. 6 14 16 1250
(1500)
Ruger Thunderbolt Lone Star’s favorite heavy pistol. Capable of a powerful burst fire mode. 7 14 12 2000
(2500)


SMGs[edit | edit source]

  • Submachine guns are most accurate at medium ranges.
  • Unlike other guns, SMGs fire two shots per attack. Each has its own hit and crit/weak chance. The damage listed is for a single shot.
Name Description Ranged Combat Damage Capacity Cost
Beretta Model 70 A small submachine gun with big damage potential. 0 5 30 350
(500)
Uzi III The most popular submachine gun in the world. 1 6 24 600
(800)
Ingram Smartgun The professional street samurai’s weapon of choice. 4 8 30 900
(1125)
Colt Cobra TZ-110 A milspec submachine gun that’s easily found on the streets. 5 9 24 1200
(1450)
"Wild One" This SMG bucks and kicks with every shot, impossible to control. Its accuracy is reduced, but it has a chance to hit adjacent targets. 5 11 28 1200
SCK Model 100 The submachine gun made famous by the Renraku Red Samurai. 6 11 24 1750
(2250)
Heckler & Koch HK227 The high-end submachine gun that serves both security and shadowrunners. 7 12 30 3000
(3750)


Shotguns[edit | edit source]

  • Shotguns are most accurate at short ranges.
  • Shotguns have a chance to hit adjacent targets.
Name Description Ranged Combat Damage Capacity Cost
Sawed-Off Benelli A low-end, all-purpose shotgun, with the last few inches of the barrel sawed off. 0 10 4 280
Street Sweeper A makeshift, homemade shotgun. 0 14 2 200
Ganger's Shotgun Held together by duct tape, this shotgun has seen many owners. 1 6 4 250
Benelli Raffaello A low-end, all-purpose shotgun. 1 12 4 400
(600)
"Sandblaster" This custom-made implement was designed for protracted engagements against armored targets. Each hit reduces the target’s armor by 1. 4 12 2 200
Mossberg CMDT The favorite shotgun of CorpSec worldwide. 4 14 8 800
(1100)
Remington 990 A shotgun seemingly made for shadowrunners. 4 16 8 1500
(2000)
Enfield AS-7 An assault shotgun that has a burst fire option. 6 18 10 2500
(3000)
Defiance T-250 A top-of-the-line shotgun for those like big damage. 7 20 5 3500
(4250)

(Assault) Rifles[edit | edit source]

  • Assault Rifles are most accurate at longer ranges.
Name Description Ranged Combat Damage Capacity Cost
AK-97 The most common assault rifle in the world. 0 8 24 500
(750)
Semopal vz/88V A basic Czech-made assault rifle known for being cheap, reliable, and ubiquitous. 2 9 30 800
(1000)
Heckler & Koch G12A3z Smaller than most assault rifle, yet just as deadly. 4 11 32 1350
(2000)
Steyr AUG-CSL An innovative new assault rifle with an integrated gas-vent recoil compensation system. 4 15 34 3750
FN HAR An assault rifle used by CorpSec units. More accurate and pierces up to 2 Armor. 4 10 36 1500
(2000)
Colt M23 An easy favorite of runners, combining high stopping power with ammo capacity in a familiar package. Pierces up to 2 Armor. 6 13 38 2750
(3500)
Ares Alpha Ares’ top-of-the-line assault rifle. Its bullpup design allows for the accuracy of a long barrel in a small, lightweight package. 7 16 40 4000
(5000)


Sniper Rifles[edit | edit source]

  • Sniper Rifles are most accurate at long range (longer than Assault Rifles).
  • Sniper Rifles hit harder than Assault Rifles, but they have a small magazine capacity and do not have burst fire.
Name Description Ranged Combat Damage Capacity Cost
Ruger 100-S A stock sniper rifle easily found on the black market. 3
(4)
16 4 1200
(1750)
Walther MA-2100 The official sniper rifle of the CSA, effective at long range. Pierces up to 1 Armor. 6 18 5 2000
(2500)
Prototype Sniping Laser This heavy laser rifle has low capacity before requiring a ”reload” battery swap. Pierces up to 2 Armor. It is slightly more accurate than a traditional weapon. 6 20 3 2000
Ranger Arms SM-3 Extremely powerful, and with a variable-magnification scope. Pierces up to 1 Armor. 8 20 6 3000
(3750)
  • The Ruger 100-S requires Ranged Combat 3, while the smartlink version of the same weapon requires Ranged Combat 4. This is possibly a bug, as no other smartlinked weapon has such increased requirements.

Machine Guns[edit | edit source]

  • Machine Guns can fire in burst or full auto mode and have large ammo capacities.
  • Machine Guns use the Rifle specialization.
  • Due to their weight, most Machine Guns have a minimum Strength requirement.
Name Description Ranged Combat Strength Damage Capacity Cost
Vindicator Minigun Six rotating barrels with an impressive rate of fire. 4 5 20 42 5000


Tasers[edit | edit source]

  • Tasers use the Ranged Combat skill, but do not benefit from any specific specialization, despite being sized as pistols.
Name Description Ranged Combat Damage Reach Capacity Cost
Defiance Super Shock A popular weapon with law enforcement. Its darts trail a wire, allowing a powerful shock to be delivered. 2 4 5 1 350
Yamaha Pulsar The Pulsar has a higher capacity and range than the standard taser. 5 4 9 2 800

Explosive Launchers[edit | edit source]

  • Explosive Launchers fire mini-grenades that do AOE damage but have limited ammo capacities and slow reload times.
  • Explosive Launchers use the Ranged Combat skill, but do not benefit from any specific specialization.
Name Description Ranged Combat Damage Capacity Cost
M79 Grenade Launcher A classic tube-fired grenade launcher. 1 14 1 500
ArmTech MGL-6 Portable grenade launcher that fires mini-grenades. 2 AP to reload. 3 12 6 1200


Unarmed[edit | edit source]

  • Unarmed attacks use the character's Strength for the base damage (i.e., 3 Strength = 3 damage).
Name Description Close Combat Qi Casting Damage Cost
Fist No weapon. No problem. Damage is equal to your Strength. 0 - +0 -
Spiked Fist Causes minor bleeding to target on impact, with DMG of your Strength +1. May do AP DMG on critical hits. 0 - +1 350
Shock Glove An armored glove. DMG: Strength +2. May do AP DMG on critical hits. Allows for an enhanced Stun attack on 2 RND cooldown. 0 - +2 350
Punching Dagger Causes moderate bleeding to target on impact, with DMG of your Strength +2. May do AP DMG on critical hits. 5 - +2 1250
Cestus Causes heavy bleeding to target on impact, with DMG of your Strength +3. May do AP DMG on critical hits. 8 - +3 1950
Blood Calls to Blood
(Vampiric Dagger)
Causes bleeding to target on impact. When a target is killed, the wielder is healed 5 HP per RND for 3 RNDs. May do AP DMG on critical hits. 8 5 +3 2650


Melee[edit | edit source]

  • Most of the swords reduce the target's AP on a critical hit.
Name Description Close Combat Qi Casting Damage STN Ar-P Cost Extra
Baseball Bat Knock 'em out of the park with this old-fashioned slugger. 0 - 2 50
Machete Basically a sharp piece of metal with a handle. May do AP DMG on a critical hit. 1 - 3 250
Katana A cheap reproduction of the Japanese classic. May do AP DMG on a critical hit. 3 - 4 650
Emperor's Sword An ancient sword, etched with Chinese seal script. May do AP DMG on a critical hit. 5 - 3 1 0 - Lightning Bolt // DMG 11, STN 1, Ar-P 2, Range 10, Cooldown 2
Axe A heavy axe made for hacking through enemies. Will not do AP DMG on normal hits. 5 - 6 1500
Hand-Forged Katana A deadly weapon and a work of art. May do AP DMG on a critical hit. 5 - 5 1750
Serrated Machete A brutally crafted blade that causes bleeding damage, and strips 1 Armor on hit. May do AP DMG on a critical hit. 6 - 5 1 0 - On hit, causes -1 Armor and Bleeding: -2 HP per RND, for 2 rounds
Chinese War Sword A two handed war sword capable of hacking through armor. May do AP DMG on critical hits. 7 - 6 1 0 3500
Centurion Laser Axe Has two welding lasers focused along the cutting edge, greatly improving its cutting effectiveness. 7 - 7 3500
Ares Mono-Sword A sword with superfine monofilament wire attached to the blade edges. Extremely sharp and unlikely to blunt. 7 - 5 1 1 3500
Ardent Phoenix
(Flame Sword)
Runes have been etched into this katana, capable of producing flames when striking a target. On Crit, will ignite the target for5-7 additional DMG. 4 3 3 1850
Distant Storms Foretold
(Bolt Sword)
A katana forged to disable and harry targets. May do AP DMG on a critical hit. On critical hit, does an additional -1 AP shock damage for 2 RNDs. 5 5 5 1 0 2250
Racing Fulmination
(Lightning Sword)
A Chinese sword imbued with shamanic magic. When an enemy is killed with this sword, the wielder gains +1 AP on their next turn. May do AP DMG on a critical hit. 6 6 5 2450


Cyberweapons[edit | edit source]

See Cyberware.


Throwing Weapons[edit | edit source]

  • Hits from throwing weapons will flush targets from cover.
Name Description Throwing Weapons Damage Reach Cost
Throwing Knife A simple knife, balanced for throwing. 0 +4 10 250
Shuriken A well-crafted throwing star with a carbon steel edge. May do additional AP DMG. 0 +6 15 600