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This is a list of weapons which have appeared in the official literature or have appeared in our campaign. They are arranged from low tech to high tech.

NAME
TECH
LEVEL
DAMAGE
AMMO
RANGE
(S/M/L)
COST
VALUE
SKILL
NOTES
Spear 5 +4/18 1 3-5/25/40 7 Melee or Missile  
Baseball Bat/Club 6 +3/18 N/A N/A 7 Melee Weapons  
Sling 7 +4/19 1 3-10/40/100 8 Missile Weapons  
Dagger 7 +3/18 N/A N/A 9 Melee Weapons  
Palanic Staff 7 +3/18 N/A N/A 17 Melee Weapons  
Throwing Dagger 7 +3/18 1 3-5/10/15 10 Missile Weapons  
Staff 7 +2/17 N/A N/A 7 Melee Weapons  
Solium Sling 8 +7/22 1 3-10/40/100 14 Missile Weapons Magic Axiom 18
Bone Twirler 8 +5/22 1 3-5/10/15 9 Melee or Missile No range brackets, price listed
Aqueate Spear 8 +5/20 1 3-5/25/40 12 Melee or Missile Magic Axiom 18
Battle Axe 8 +5/20 N/A N/A 10 Melee Weapons  
Short Bow 8 +5/20 1 3-10/40/100 10 Missile Weapons  
War Hammer 8 +5/20 N/A N/A 11 Melee Weapons  
Manriki-Gusari 8 +5/19 N/A N/A 11 Melee Weapons  
Giant War Club 8 +4/28 N/A N/A 8 Melee Weapons Requires STR 14
Celosia Sling 8 +4/19 1 3-10/40/100 13 Missile Weapons Magic Axiom 18
Dwarf Spike 8 +4/19 N/A N/A 13 Melee Weapons  
Mace 8 +4/19 N/A N/A 10 Melee Weapons  
Pole-Arms 8 +4/19 N/A N/A 9 Melee Weapons  
Short Sword 8 +4/19 N/A N/A 11 Melee Weapons  
Stone Sword 8 +3/19 N/A N/A 10 Melee Weapons No price listed
Billy Club 8 +2/20 N/A N/A 9 Melee Weapons  
Katana 9 +7/21 N/A N/A 12 Melee Weapons  
Broadsword 9 +6/21 N/A N/A 13 Melee Weapons  
Nunchaka 9 +5/19 N/A N/A 12 Melee Weapons Two attacks at same damage/round
Hand Blades 9 +4/23 N/A N/A 10 Melee Weapons No price listed
Metal Sword 9 +4/20 N/A N/A 13 Melee Weapons No price listed
Iron Claws 9 +3/22 N/A N/A 12 Melee or Unarmed No price listed
Brass Knuckles 9 +3/17 N/A N/A 10 Unarmed Combat  
Throwing Claws 9 +2/20 1/4 3-5/10/15 11 Missile Weapons No range brackets, price listed
Bullwhip 9 +2/18 N/A N/A 9 Melee Weapons Damage or entagle (STR 12), disarm -- need Good success
Light Crossbow 10 21 1 3-10/100/200 11 Missile Weapons  
Brownie Bow 10 +8/23 1 3-10/40/100 18 Missile Weapons Magic Axiom 18
Cinlum Bow 10 +8/23 1 3-10/40/100 16 Missile Weapons Magic Axiom 18, crossbow, bolts have Floater spell
Cyprium Bow 10 +8/23 1 3-10/40/100 15 Missile Weapons Magic Axiom 18, will take electric charge
Infernas Bow 10 +8/23 1 3-10/40/100 15 Missile Weapons Magic Axiom 18, fires burning shafts
Two-Handed Sword 10 +7/22 N/A N/A 15 Melee Weapons  
Ball and Chain 10 +6/30 N/A N/A 13 Melee Weapons  
Aqueate Sword 10 +6/21 N/A N/A 19 Melee Weapons Magic Axiom 18, Fog spell
Brownie Sword 10 +6/21 N/A N/A 20 Melee Weapons Magic Axiom 18
Cinlum Sword 10 +6/21 N/A N/A 19 Melee Weapons Magic Axiom 18, Weather Control spell
Cyprium Sword 10 +6/21 N/A N/A 18 Melee Weapons Magic Axiom 18, Lightning spell
Infernas Sword 10 +6/21 N/A N/A 18 Melee Weapons Magic Axiom 18, flaming weapon, Conjured Fireball spell
Solium Sword 10 +6/21 N/A N/A 18 Melee Weapons Magic Axiom 18, Tracker spell
Wing Shredder 10 +5/23 1 3-5/10/15 10 Missile Weapons No range brackets, price listed
Charging Spear 10 +5/19 N/A N/A 11 Melee Weapons  
Throwing Blades 10 +3/22 1 3-5/10/15 11 Missile Weapons No range brackets, price listed
Ballista 11 23 1 3-150/250/375 22 Heavy Weapons -4 to armor adds of target (living), damage listed at 18
Heavy Crossbow 11 22 1 3-10/100/300 12 Missile Weapons  
Elf Longsword 11 +8/23 N/A N/A 17 Melee Weapons Magic Axiom 18
Morning Star 11 +6/21 N/A N/A 12 Melee Weapons  
Morrigan Steam Cannon 12 24 1 3-200/600/1.5k 27 Heavy Weapons Sealed Unit, Magic Axiom 18
Long Bow 12 +6/21 1 3-10/100/250 13 Missile Weapons  
Composite Bow 13 +7/22 1 3-10/60/250 13 Missile Weapons  
Dwarven Bomb 14 19 1 0-3/8/15 (burst) 10 Missile Weapons  
Sword-breaker 14 +6/21 N/A N/A 15 Melee Weapons  
Wheellock Musket 15 15 1 3-10/25/60 16 Fire Combat 1 shot/min. & F. C. 7 to load. Smoke Partial Concealment
Matchlock Musket 15 14 1 3-10/20/40 16 Fire Combat 1 shot/min. & F. C. 7 to load. Smoke Partial Concealment
Wheellock Pistol 15 13 1 3-5/10/25 16 Fire Combat 1 shot/40 sec & F. C. 5. to load. Smoke Partial Concealment
Rapier 15 +5/20 N/A N/A 13 Melee Weapons  
Shimsi Sword 15 +5/19 N/A N/A 14 Melee Weapons  
Stiletto 15 +3/17 N/A N/A 10 Melee Weapons  
Throwing Stars 15 +3/17 1 3-5/10/15 12 Missile Weapons  
Pocketknife 15 +2/16 N/A N/A 8 Melee Weapons  
24-Pounder Howitzer 17 25 1 50-150/500/1k 18 Heavy Weapons 50m myopic zone
12-Pounder Napoleon Field Gun 17 24 1 3-150/600/1.5k 18 Heavy Weapons Damage assumes roundshot
Kentucky Rifle 17 16 1 3-40/100/250 16 Fire Combat 1 shot/min. & F. C. 5. to load. Smoke Partial Concealment
Flintlock Musket 17 14 1 3-25/40/100 16 Fire Combat 1 shot/40 sec & F. C. 5. to load. Smoke Partial Concealment
Flintlock Pistol 17 14 2 3-5/15/25 16 Fire Combat 1 shot/40 sec & F. C. 5. to load. Smoke Partial Concealment
Pocket Pistol 17 14 1 3-5/10/18 16 Fire Combat 40 sec/barrel reload time & F. C. 5.
Sword Pistol 17 13 & +3/17 1 3-5/10/20 16 Fire or Melee 1 shot/50 sec & F.C. 7 to reload
Lee-Hollings Light Revolver 18 15 6 3-5/10/25 11 Fire Combat  
Rutherford Single Barrel 18 14 1 3-5/15/25 10 Fire Combat  
Tawning .38 18 13 6 3-5/15/25 10 Fire Combat  
Hunting Knife 18 +3/19 N/A N/A 11 Melee Weapons  
12-Pounder Armstrong Gun 19 25 1 3-300/1.2k/3k 20 Heavy Weapons +1 to Heavy Weapons
Lee-Hollings 15-Pounder 19 25 1 3-250/1k/6k 16 Heavy Weapons  
Standard Cross Gatling 1" 19 25 50 3-90/500/1k 17 Heavy Weapons Autofire capable
Maxim Heavy Machine Gun 19 23 25 3-50/500/1k 17 Heavy Weapons Autofire capable
Standard Cross Gatling .50 19 23 25 3-50/500/1k 17 Heavy Weapons Autofire capable
Chassepot Rifle 19 18 1 3-40/200/400 15 Fire Combat  
Winchester Model 1873 19 18 8 3-40/250/600 15 Fire Combat  
.455 Webley Revolver 19 17 6 3-10/15/40 11 Fire Combat  
Blunderbuss 19 17 1 3-12/20/50 16 Fire Combat Can strike secondary target @ -2 dam (med) -3 dam (long)
Weston Bolt-Action Carbin 19 17 8 3-50/90/200 14 Fire Combat  
Weston Bolt-Action Rifle 19 17 8 3-60/120/250 14 Fire Combat  
Colt .45 Long Revolver 19 16 6 3-10/40/60 11 Fire Combat  
Standard Cross Heavy Revolver 19 16 6 3-5/15/25 11 Fire Combat  
Colt "Peacemaker" 19 15 6 3-5/15/40 14 Fire Combat 2 shots/round @ +3 difficulty
Percussion Revolver 19 15 5 3-5/15/40 14 Fire Combat F. C. 3 to reload in 1 round
Colt 1862 Police Revolver 19 14 5 3-5/15/40 13 Fire Combat 2 shots/round @ +3 difficulty
Muff Pistol 19 13 1 1-8/12/15 14 Fire Combat  
Lemon Squeezer 19 11 7 1-5/8/12 14 Fire Combat Concealable in palm of hand
Apache Pistol 19 12 & +3/17 6 1-5/8/12 14 Fire or Melee Pistol/brass knuckles/knife
M1886 Bayonet 19 +3/17 N/A N/A 10 Melee or Fire Trained troopers get bayonet @ F. C. value
Spandau Machine Gun 20 24 15 3-100/500/1k 18 Heavy Weapons Autofire capable
Elephant Gun 20 21 2 3-60/600/1.5k 17 Fire Combat Listed at 14 ammo
.30-06 Springfield Rifle 20 19 13 3-40/600/1.5k 15 Fire Combat  
7.92 KAR Rifle 20 19 14 3-40/400/1k 15 Fire Combat  
Bergmann SMG (Trench Broom) 20 17 11 3-10/25/80 14 Fire Combat Autofire capable
Hammer Shotgun 20 17 2 3-15/25/40 10 Fire Combat May strike secondary target @ -2(med), -3(long) dam.
Thompson .45 SMG 20 17 17 3-15/25/100 15 Fire Combat Burst or Auto capable (supercedes rules)
Colt .45 Auto M1911A1 20 16 7 3-10/15/40 14 Fire Combat  
Luger Parabellum P.08 20 15 8 3-10/25/40 14 Fire Combat  
7.63mm Mauser 20 14 8 3-10/15/40 11 Fire Combat  
Colt .38 Police Revolver 20 14 6 3-10/20/50 11 Fire Combat  
.22 Revolver 20 12 6 3-10/15/25 11 Fire Combat  
10.5cm LEFH18 Field Howizer 21 30 1 400-1k/4k/12k 28 Heavy Weapons  
105mm Howitzer 21 30 1 400-1k/4k/15k 28 Heavy Weapons  
155mm M2 Gun (Long Tom) 21 30 1 -/1k-6k/25k 27 Heavy Weapons  
122mm Tank Gun 21 29 1 100-1k/2.5k/4k 29 Heavy Weapons  
75mm Tank Gun 21 28 1 100-400/1k/2.5k 27 Heavy Weapons  
70mm Type 92 Infantry Gun 21 27 1 100-300/500/2.5k 25 Heavy Weapons  
75mm Anti-Tank Gun 21 27 1 100-600/1k/2.5k 26 Heavy Weapons  
88mm FLAK 36 21 27 1 50/600/4k/6k 25 Heavy Weapons Long Range 8k w/ proximity fuses vs. aircraft
KAA 20mm Automatic Cannon 21 27 8 3-400/2.5k/4k 25 Heavy Weapons Damage 28 w/ Tech 22 Explosive Rounds (26 if duds)
.55 Onslaught Machingun 21 26 8 3-250/1k/2k 19 Heavy Weapons Autofire capable
.30 Khaifu Machinegun 21 25 11 3-250/1k/2k 19 Heavy Weapons Autofire capable
Browning M2 .50 MG 21 25 11 3-250/1k/2k 16 Heavy Weapons Autofire capable
L6 WOMBAT Anti-Tank Gun 21 25 1 3-200/600/1k 22 Heavy Weapons Backblast
Vickers MK 1 Heavy MG 21 24 20 3-100/1k/4.5k 19 Heavy Weapons Autofire capable
Flamethrower 21 23 10 2-5/7/10 15? Heavy Weapons No price given
2.75 Inch Rocket 21 22 19 100-400/1k/2.5k 12 Heavy Weapons Damage listed at 29, ammo listed at 1
Kocha Machinegun 21 22 5 3-100/600/1k 18 Heavy Weapons Autofire capable
AK47 Assault Rifle 21 21 10 3-40/150/400 16 Fire Combat Damage 20 vs. unarmored targets, autofire capable
M1 Garand 21 20 8 3-40/400/600 12 Fire Combat Listed at Tech 22
.30 M1 Carbine 21 19 8 3-45/400/600 12 Fire Combat Listed at Tech 22
KK81 Rifle 21 19 24 3-40/400/1k 15 Fire Combat Standard shocktrooper weapon
No. 36M Fragmentation Grenade 21 19 1 1-6/15/40 (burst) 5 Missile Weapons +2 damage in less than 10x10x10 enclosed volume
81mm Mortar 21 18 1 100-400/750/1k 20 Heavy Weapons Indirect Fire, 100m myopic zone
Schmeisser MP40 Machinepistol 21 17 11 3-15/40/100 13 Fire Combat Autofire capable
9mm Browning 21 15 13 3-10/25/60 12 Fire Combat  
9mm P.38 21 15 8 3-10/25/60 12 Fire Combat  
K08 Pistol 21 15 8 3-10/25/60 12 Fire Combat Standard shocktrooper sidearm
150mm M109A1 SP Howitzer 22 33 1 400-1k/8k/18k 29 Heavy Weapons Can put two rounds on target simultaneously 8k-16k
Aden 30mm Cannon 22 30 10 3-400/2.5k/4k 25 Heavy Weapons  
125mm Tank Gun 22 29 1 100-1k/3k/5k 29 Heavy Weapons  
Hellfire ATGW 22 29 1 50-2k/5k/- 25 Heavy Weapons Precision Bonus +8
M61 A1 20mm Cannon (Vulcan) 22 29 6 3-400/2k/3k 25 Heavy Weapons  
TOW Anti-Tank Missile System 22 28 1 100-400/1k/4k 23 Heavy Weapons Precision Bonus +7, missiles Value 20
7.62 Minigun 22 27 10 3-400/2.5k/4k 25 Heavy Weapons Autofire only
LAW Missile 22 27 1 10-100/250/400 13 Heavy Weapons  
M249 Squad Automatic Weapon 22 23 24 3-150/550/1.3k 16 Fire Combat Autofire capable
MAC 10 SMG 22 18 10 3-15/25/50 12 Fire Combat Autofire capable
Savage 77E Shotgun 22 18 5 3-15/40/60 12 Fire Combat May strike secondary target @ -2(med), -3(long) dam.
.44 S&W Magnum 22 17 6 3/10/15/40 13 Fire Combat  
H&K MP5 SMG 22 17 10 3-15/40/100 13 Fire Combat Autofire Capable
Uzi SMG 22 17 11 3-15/40/100 13 Fire Combat Autofire capable
.357 Desert Eagle 22 16 6 3-10/15/40 13 Fire Combat  
Glock 17 22 15 17 3-10/25/40 14 Fire Combat Non-metallic
Walther P.88 22 15 15 3-10/25/40 15 Fire Combat Frequent jams with low-quality ammunition
Pardini Fiocchi Free Pistol 22 13 1 10-40/50/65 15 Fire Combat  
JB-1 Gun Pen 22 12 1 1-2/5/8 12 Fire Combat Fountain pen tends to leak
KG-5 Dart Gun Umbrella 22 N/A 4 0-1/-/- 13 Fire or Melee Damage as per dart, CO2 driven
Claymore Mine 22 22/14 1 10/20/50 or 1/3/5 12 Heavy Weapons Larger dam. & blast for front 60 deg. arc, other spherical
M-16 Assault Rifle 22 20/21 10 3-40/250/400 13 Fire Combat Damage 21 vs. unarmored targets, Autofire capable
H&K 4 22 14/15 10/8 3-10/25/40 15 Fire Combat Barrels for .22 & .25 (14/10) 7.65mm & 9mm (15/8)
Modern Compound Bow 22 +7/25 1 3-10/100/250 11 Missile Weapons  
Stinger SAM 23 27 1 100-1k/2.5k/4k 24 Heavy Weapons Guidance 10
Maremont M60 Machinegun 23 23 15 3-100/600/1.5k 18 Heavy Weapons Autofire capable
H&K G11 Assault Rifle 23 21 16 5-50/300/500 15 Fire Combat  
Kanawa KM11 23 18 12 3-10/25/40 12 Fire Combat  
Sansu 11mm SMG 23 17 10 3-15/35/100 14 Fire Combat Autofire capable
C5 Plastique 23 16 1 0-3/6/10 (burst) 7 Heavy Weapons Damage, blast radius assumes 30 gm charge
Chiang 67 23 16 8 3-10/25/50 12 Fire Combat Silencer
TEC-9 Scorpion Machine Pistol 23 16 12 3-15/20/50 13 Fire Combat No autofire capability -- burst or single shot
ZIIP77z 23 16 12 3-10/25/40 15 Fire Combat Plastic
LOV 9mm 23 15 12 3-20/30/50 14 Fire Combat +3 to F. C. for Vital Blows (optics)
GS-7 Stun Grenade 23 27s 1 0-3/8/15 (burst) 40 Missile Weapons +1 damage in less than 10x10x10 enclosed volume
Spring-Loaded Stiletto 23 +6/20 N/A N/A 16 Melee Weapons  
Sarinan "Bakemono" Multi-Laser 24 30 1 50-500/1k/2k 32 Heavy Weapons Can accept second power pack
Kanawa Sprite Missile 24 29 1 10-100/250/400 26 Heavy Weapons  
Komatsu "Warhammer" AT Laser 24 28 4 500-1k/2k/3k 30 Heavy Weapons Can accept 2nd power pack
Toronaga "Archer" SAM 24 28 1 300-1.5k/2k/5k 25 Heavy Weapons Guidance 13, Man-pack
Mounted Chain Gun 24 27 115 3-60/250/550 22 Heavy Weapons Autofire only (+3 dam. figured in)
Komatsu Requiter Sniper Rifle 24 25 25 3-40/750/2k 17 Fire Combat Flash supressor, silencer, no autofire
Impala Chain Gun 24 23 100 3-40/150/400 20 Fire Combat Autofire only (+3 dam. figured in)
Atcheson Assault 12 Shotgun 24 22 10 10-15/20/25 15 Fire Combat Two round burst, autofire, secondary target -2/-3 dam.
GF-9 Improved Frag. Grenade 24 22 1 1-2/5/10 (burst) 6 Missile Weapons +2 damage in less than 10x10x10 enclosed volume
GWI Hellfire (Assault Rifle) 24 22 25 3-50/150/400 16 Fire Combat HE rounds
Hachiman Ultra 2000 24 22 20 3-1000/500/1k 29 Heavy Weapons Gauss weapon, autofire capable, no single shots
Militech A-35 Assault Rifle 24 22 25 3-50/250/500 15 Fire Combat Laser sight, 4 round burst, autofire, maybe flechettes
CP Fragmentation Grenade 24 21 1 1-6/15/40 (burst) 5 Missile Weapons +2 damage in less than 10x10x10 enclosed volume
MAS Fury (Assault Rifle) 24 21 20 3-20/150/300 16 Fire Combat Hollow points, HE rounds, autofire capable
SC Kyogo T11 (Assault Rifle) 24 21 40 3-40/150/400 17 Fire Combat Autofire capable
Toler Heavy Assault Rifle 24 21 12 3-40/200/400 17 Fire Combat Flechette capable, flash supressor, autofire capable
Brandeis 7mm 24 20 18 3-75/220/550 16 Fire Combat Laser optics
CP Flash Grenades 24 20 1 0-3/8/15 (burst) 5 Missile Weapons Attack vs. PER, 6 round effect, listed burst as per Frags.
GWI God Meeter 24 20 30 3-12/30/50 15 Fire Combat Hollow points, HE rounds
Hachiman "Big Thunder" Pistol 24 19 6 3-10/30/50 15 Fire Combat Laser sight, two rounds/pull
Okawa Daishyu 24 19 100 3-25/40/100 16 Fire Combat Laser sight
13mm Chunyokai 24 18 9 3-10/40/50 15 Fire Combat  
C6 Plastique 24 18 1 0-5/10/15 (burst) 8 Heavy Weapons Damage, blast radius assumes 30 gm charge
Militech Hornet SMG 24 18 10 3-15/40/80 13 Fire Combat Flechette, autofire capable
Miniature Flamethrower 24 18 10 3-10/40/100 15 Heavy Weapons  
SC Kyogo 144 SMG 24 18 15 3-15/40/150 14 Fire Combat Autofire capable
Tiger Arms Defender 24 18 18 3-14/40/50 15 Fire Combat Can take SmartGun interface, laser sight
Hand Laser 24 17 20 3-30/100/200 27 Energy Weapons  
Militech MP-11 Nailgun 24 17 9 3-10/30/45 15 Fire Combat Flechette only, laser sight
Yamaguchi Killer Shades 24 16 1 1-2/5/8 15 Fire Combat Sunglasses fire poisoned darts
Komatsu Viper 24 15 14 3-10/30/40 13 Fire Combat Flechette only, laser sight, small, plastic
Militech Ronin Pistol 24 15 7 3-10/40/50 15 Fire Combat Holdout pistol, plastic, laser sight, flechette ok
Komatsu Wakizashi 24 14 6 3-5/15/25 13 Fire Combat Holdout weapon, will accept flechettes
Electroshock Grip 24 9 10 N/A 16 Unarmed Combat  
MAS Grenade Launcher 24 N/A 6 3-25/150/600 16 Fire Combat  
Yamaguchi "007" Paintball Gun 24 N/A 10 3-8/15/35 13 Fire Combat CO2 pellet gun, damage per pellet type
Yamaguchi Starburst 24 N/A 4 N/A 13 N/A Strobe: -4 to sight based actions, recover +1/round
Kanawa Rail Gun II 24 32/29/30 100 100-1.5k/3k/6k 30 Heavy Weapons Gauss weapon, burst & autofire @ short, medium range
Yamaguchi Improved Taser 24 27s 5 2-5/8/16 15 Fire Combat  
GG-3 Gas Grenade 24 27/30s 1 1-8/15/40 25 Missile Weapons  
MM2 Taser 24 10/20s 1/20 3-10/20/- 17 Fire Combat  
Electro-Sword 24 +8/22 N/A N/A 18 Melee Weapons K, double shock, extra wound (if wnd. inflicted) once/chip
Power Broadsword 24 +8/22 N/A N/A 15 Melee Weapons  
Power Short Sword 24 +6/20 N/A N/A 13 Melee Weapons  
EMP Sai 24 +5/19 N/A N/A 17 Melee Weapons Disrupts electronics 10m radius for 2 minutes
Power Dagger 24 +5/19 N/A N/A 11 Melee Weapons  
Electro-Stars 24 +5/18 1 3-5/10/15 14 Missile Weapons K, double shock, extra wound (if wnd. inflicted) once/chip
Heat-Seeking Stars 24 +3/17 1 3-10/15/20 14 Missile Weapons As Electro-Stars, +2 M. W. for Vitals Blow
Helllfire Touche 25 25 10 20-500/2.5k/5k 20 Heavy Weapons Gauss weapon, single shot only
Komatsu Highbeam 25 23 4 3-40/150/300 28 Energy Weapons Will take second battery
Militech Laser Rifle 25 23 10 10-40/80/150 27 Energy Weapons Laser sight, 1 round to reload batteries
MAS StormGun 25 22 12 3-16/50/70 15 Fire Combat Autofire only shotgun (+3 dam. figured in)
C9 Plastique 25 21 1 0-8/12/18 (burst) 10 Heavy Weapons Damage, blast radius assumes 30 gm charge
Ichiwa Disrupter 25 20 13 3-15/40/50 16 Fire Combat Laser sight, silencer
Herod IV 25 19 50 3-25/100/150 15 Fire Combat -2 to F. C. w/o SmartGun
Yamaguchi MK.3 Microwaver 25 19 8 3-5/15/40 20 Energy Weapons Also surpresses electronics, 1 shot/20 seconds
13/Zan Magnum 25 18 21 3-10/40/60 14 Fire Combat  
FN-GAR 25 18 50 5-20/50/200 19 Fire Combat Gauss weapon, no single shot, autofire @ +5/+5, 10 bursts
11/Alph Automatic 25 16 21 3-10/30/50 14 Fire Combat  
ElectroProd 25 16 N/A N/A 15 Melee Weapons Stun damage if target has no cyberware, else normal
9/Gam Snub Pistol 25 15 9 3-10/20/30 14 Fire Combat  
Yamaguchi Stunbolt 25 28s 8 3-10/25/50 27 Energy Weapons Invisible beam (mircrowave), will take second battery
MM4 Stun Gun 25 24s 25 3-10/25/- 16 Energy Weapons  
Hachiman Stun Bolo 25 20s 1/01 2/(STR/2)/(STR-1) 20 Thrown Weapons 2 Meter myopic zone
Komatsu Radiant 25 20/26s 7 5-10/35/60 28 Energy Weapons Can accept two extra batteries in same mode
Hachiman Stun Glove 25 18s 8 N/A 15 Unarmed Combat  
Power Two-Handed Sword 25 +9/23 N/A N/A 17 Melee Weapons  
Power Flail 25 +8/23 N/A N/A 15 Melee Weapons  
Power Mace 25 +6/21 N/A N/A 12 Melee Weapons  
Mass Impact Staff 25 +5/20 N/A N/A 13 Melee Weapons  
Mass Impact Club 25 +4/19 N/A N/A 12 Melee Weapons  
Thav-8 Plasma Field Blaster 26 38 5 20-300/500/1.5k N/A Heavy Weapons  
GWI Devastator 26 35 25 3-200/500/1k 20 Heavy Weapons 4m burst radius
Thav-7/Nu Plasma Gun 26 35 10 10-200/500/1.5k 25 Energy Weapons 65 kg, bipod mounted weapon
Shin-15 26 34 1 10-100/1k/2k 18 Fire Combat Gauss weapon, suicide sniper weapon
Bith/42 Neural Distorter 26 30 50 5-15/30/- 17 Energy Weapons Negates armor, K treated as KO
GWI GodsFire 26 30 25 3-100/300/500 19 Energy Weapons 4m burst radius
Thav-6/Nu Plasma Gun 26 30 20 5-50/300/500 20 Energy Weapons  
Bith/90 Pulse Gun 26 28 50 5-10/30/60 18 Energy Weapons Negates armor, K treated as KO, stun dam. vs. no cyberware
Aerodynamic 50mm Grenades 26 27 6 As per firing weapon 14 As per firing weapon  
GWI GodBeam 26 26 50 3-50/500/1.5k 18 Energy Weapons  
Res-14/Alph Laser 26 26 30 3-150/400/2k 18 Energy Weapons  
Res-14 Laser 26 25 50 3-50/100/200 17 Energy Weapons  
GWI GodLight 26 24 50 3-10/25/40 17 Energy Weapons  
Pe-9 Ion Gun 26 24 20 3-50/150/300 16 Energy Weapons Negates metallic armor, useless in rain or water
Pe-Ain Chaingun 26 24 12 3-40/200/800 16 Fire Combat Burst or autofire only
FN Jammer 26 23 7 3-10/60/- 16 Fire Combat Cyberware only, autofire only
Pe-6 Ion Gun 26 23 30 3-10/50/100 15 Energy Weapons Negates metallic armor, useless in rain or water
Aero. 30mm Anti-Armor Grenades 26 22 3 or 6 As per firing weapon 9 or 10 As per firing weapon Damage 18 within 5m
Aerodynamic 30mm Grenades 26 22 3 or 6 As per firing weapon 9 or 10 As per firing weapon No plasma variant
Mim-8/Bith Rifle 26 22 30 3-40/180/600 15 Fire Combat Autofire capable
Mim-8/Alph Carbine 26 21 30 3-20/150/400 15 Fire Combat Autofire capable
Nu-15 Close Assault Weapon 26 20 12 5-10/40/60 15 Fire Combat Autofire capable shotgun
Avro PR II.V 26 19 20 3-40/100/150 16 Fire Combat Cyberware Only
Thav-9 SMG 26 19 24 3-15/40/150 15 Fire Combat Autofire capable
Vav-9 Machine Pistol 26 19 18 3-10/20/60 15 Fire Combat Autofire capable
Sparrow Equalizer 26 18 6/30 3-5/25/60 16 Fire Combat Cyberware only, autofire capable, larger mag. visible
Sparrow Fang 26 18 1 3-8/40/- 15 Fire Combat Cyberware only
Laser Eye 26 15 5? 5/10/20 17 Energy Weapons Cyber-eye mounted laser
Thav-10/Gim Grenade Lncher 26 N/A 10 5-25/200/500 15 Heavy Weapons Uses 50mm grenades
Thav-5/Mim Minigrenade Lncher. 26 N/A 10 5-25/200/500 15 Heavy Weapons Uses 30mm grenades
Bith/66 Stunner 26 25s 50 10-15/30/- 15 Energy Weapons Negates armor
Shin-5 26 19/21 100 10-50/600/1.1k 20 Fire Combat Gauss weapon, burst & autofire as FN-GAR (19), or 21 single
Agonizer 26 -1 N/A N/A N/A Pain Weapons Spiritual stun damage Pain Weapons vs. P. W. or SPI
Mono-filament Combat Axe 26 +8/31 N/A N/A 15 Melee Weapons  
Plasma Broadsword 26 +8/22 N/A N/A 14 Melee Weapons  
Mono-filament Broadsword 26 +7/21 N/A N/A 14 Melee Weapons  
Plasma Dagger 26 +5/19 N/A N/A 12 Melee Weapons  
Pain Staff 26 +5 N/A N/A N/A Pain Weapons Spiritual stun damage Pain Weapons vs. P. W. or SPI
Mono-filament Dagger 26 +4/18 N/A N/A 12 Melee Weapons  
Pain Baton 26 +3 N/A N/A N/A Pain Weapons Spiritual stun damage Pain Weapons vs. P. W. or SPI
Pain Whip 26 +3 N/A N/A N/A Pain Weapons Spiritual stun damage Pain Weapons vs. P. W. or SPI
Plasma Whip 26 +12/27 N/A N/A N/A Melee Weapons Special uses as per bullwhip
Mono-filament Whip 26 +10/25 N/A N/A N/A Melee Weapons Special uses as per bullwhip
Pain Wand 26 +0 N/A N/A N/A Pain Weapons Spiritual stun damage Pain Weapons vs. P. W. or SPI
Blaster 27 30 40 3-100/300/500 27 Energy Weapons  
Smash Gun 27 21 30 3-20/150/400 25 Fire Combat Gauss weapon, explosive rounds
Splinter Gun 27 20 40 3-50/150/400 24 Fire Combat Gauss weapon, explosive rounds
Bolter Rifle 27 30/25 50 3-150/350/600 28 Energy Weapons Second damage value is base value for burst
Pulse Cannon 27 23/25/27 1/25 3-200/500/1k 27 Energy Weapons Damage goes up with range
Stun Gun 27 20s 1/25 3-10/25/40 21 Energy Weapons Stun only
Shatterer 30 36 20 3-50/150/250 28 Biotech Weapons Spirit Axiom 13, user takes power push of damage
Gravitic Ray 30 30 Infinite 3-150/350/500 23 Biotech Weapons Spirit Axiom 13, unlimited ammo in gravity well, else none
Elecronus 30 27 50 3-15/25/40 22 Biotech Weapons Spirit Axiom 13
White Dragon 30 26 5 3-5/10/15 22? Biotech Weapons Spirit Axiom 13, wound causes continuing damage (napalm)
Mindlance 30 20 N/A 3-10/25/40 22 Biotech Weapons Spirit Axiom 13, mental damage
Rhadan Mark V 30 17 25 3-40/100/250 17 Biotech Weapons Spirit Axiom 13, wound entagles at STR 14
Baatase Rifle 30 16 20 3-50/200/400 18 Biotech Weapons Spirit Axiom 13, entagle STR vs. damage
Mitoser 30 N/A 10 3-40/100/150 17 Biotech Weapons Spirit Axiom 13, -6 to DEX &STR of target, TOU of 15
White Noise 30 N/A 15 3-20/150/300 17 Biotech Weapons Spirit Axiom 13, -5 to MIN & PER of target for 1 round
Cell Jammer 30 23/28s 15 3-30/100/200 23 Biotech Weapons Spirit Axiom 13
Larendi Bow 30 +8/27 1 3-10/100/250 18 Biotech Weapons Spirit Axiom 13, "arrows" burrow for dam. 11 until STR 9
Calaki 30 +8/25 N/A N/A 20 Biotech Weapons Spirit Axiom 13, burning damage 18 after hit until STR 8
Tentacle Sword 30 +6/25 N/A N/A 20 Biotech Weapons Spirit Axiom 13, 4 user controlled tentacles
Whipfang 30 +6/24 N/A N/A 18 Biotech Weapons Spirit Axiom 13, extends to 2m, can bend around corners
Coar Spear 30 +6/20 1 10/25/60 19 Biotech Weapons Spirit Axiom 13, +4 to user Biotech Weapon value
Volent 30 +5/24 N/A N/A 18 Biotech Weapons Spirit Axiom 13, shrinks to .25m
Bhelablade 30 +4/23 N/A N/A 19 Biotech Weapons Spirt Axiom 13, damage 14 poison after hit until Medicine 10
Starshredder 30 +4/18 & 23 1 3-5/10/15 19 Biotech Weapons Spirit Axiom 13, 1 round after wound dam. 23 unless STR 9
Kros-Hek 30 +3/16 N/A N/A 20? Biotech Weapons Spirit Axiom 13, wound injects zygote which pulls 'Alien' stunt
Jiros 30 +2/20 1 3-100/500/1k 17 Biotech Weapons Spirit Axiom 13, flying tracker, damages by strangulation
Salend Sling 30 +1/17 & 23 1 3-5/10/15 17 Biotech Weapons Spirit Axiom 13, damage 23 acid after impact
Pelota 30 +1/13 & 13 1 3-5/10/15 17? Biotech Weapons Spirit Axiom 13, after wound damage 13 until STR 11
Ray of Ra Machinegun 33 27 30 3-250/1k/2.5k 21 Heavy Weapons Weird Science, autofire capable, listed at Tech Axiom 21