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Weapons are classified in three ways.

  1. Melee or Ranged: This defines the relative distance you must be from a target to use a weapon. Melee weapons may only be used against targets in an adjacent space (unless it has reach; see below). Ranged weapons can be used from any distance, but typically accrue penalties the farther you are from the target.
  2. Skill: All weapons are broadly classified by the skill required to use them. Very few weapons are capable of use with more than one skill, which is usually explained in the individual weapon’s description.
  3. Type: Virtually all weapons belong to a type, which more specifically groups them based on common statistical averages, size, and or physical properties.

Below are universal rules pertaining to weapon use. Some rules only apply to melee weapons or ranged weapons (as explained below). These rules otherwise apply regardless of skill or type.
     You may otherwise select from the following table a link to weapons tables, from which you may locate weapon statistics and individual descriptions of weapons.

Melee Weapons Ranged Weapons
Bludger Weapons Archery Weapons Energy Pistols Siege Weapons
Clubs Bows
Hammers Artillery
Shields Flamer Weapons
Heavy Blade Weapons Solid Longarms
Spears Automatic Guns Machine Guns
Light Blade Weapons Solid Pistols
Swords Energy Cannons Missile Launchers
Thrown Weapons
Whips Energy Longarms Thrown Weapons
Unarmed Weapons
Fist Weapons
Technique Weapons

Reading the Tables

Weapons table columns contain the following information.
     Weapon: The name of the weapon.
     Reach: The measure of your spacing advantage in melee combat. If this value is appended by an ‘H’, that weapon is considered hafted. See Reach in the Melee Weapons Rules section below.
     Range: The length of the weapon’s range increment measured in spaces. See Range Increments in the Ranged Weapons rules section below for rules.
     Mode: The possible gun modes a ranged weapon can be set to, which determines its rate of fire and targeting parameters.
     DV: This is the base DV for the weapon, its damage type, and to which health track its damage applies by default. See the Attacks and Damage section for details.
     AP: This is a modifier applied to the AV of targets hit by your weapon attack. The target applies this modifier before reducing damage dealt by their AV. Note that the target’s AV cannot be increased by more than double its normal value due to positive AP modifiers.
     REC: For recoil weapons, this entry provides two values separated by a slash. The first value is the weapon’s recoil rate and the second value is the weapon’s default RC value. See Recoil in the Ranged Weapons Rules section below.
     Ammo: This lists the weapon’s default ammo capacity, loading code, and the reload or cooldown requirement. See the Ammunition section for rules and details.
     CON: This modifier applies to the dice pool of any test you make to hide or conceal the weapon, also called the concealability modifier.
     Availability: The availability of the item for purchase on the public market.
     Market Price: How much the item normally costs in P’cu. This cost assumes the weapon’s availability isn’t different from its default value.
     Weight: How much the item weighs in kilograms, which counts against your carry capacity.

Melee Weapons Rules

Melee combat includes the use of any attack in which you directly touch your target, whether bare-handed or with a weapon. Because of this, spacing becomes a tactical concern, making combatant reach a factor in close combat. Unless stated otherwise, ranged attacks may never benefit from the listed modifiers.


You can use melee attacks as part of a Charge to gain a bonus to damage.

Higher Ground

You gain Advantage if making a melee attack against a target who is below you. This difference in height need not be a full space. The GM will describe which locations offer higher ground in a battle or otherwise determine when you have higher ground.


Your reach is the numeric representation of your effectiveness at spacing in melee combat as well as the distance from which you can attack enemies. Your reach can be increased by multiple sources, but is usually the sum of your natural reach (determined by metatype) plus your weapon’s reach value. By default, all combatants can target subjects in spaces adjacent to them. For every 3 points of reach you have, you may target subjects one additional space away.
     When either defending or attacking in melee combat, you compare your total reach and your opponent’s total reach. If your reach value is higher, you can add the difference as a dice pool bonus to either your melee weapon tests against that opponent or defense tests against that opponent’s melee attacks. Regardless of this difference, you can never gain more than a +3 dice bonus to any test due to reach. Once you choose which type of test receives this bonus, you cannot change that choice until the start of your next turn. Note that this choice need not be the same for all opponents; you may choose a weapon test bonus against some enemies and a defense bonus against others, though it is up to you to track which bonus to use against which opponents.
     Hafted Weapons: Some melee weapons are designated as haft weapons (noted with an ‘H’ next to their reach value on weapon tables). These weapons are designed for use against targets more than one space away, so their reach value is considered 3 less (minimum 0) when comparing reach with adjacent combatants.
     Ranged Weapon Reach: You may never apply reach bonuses to ranged weapon tests or defense tests against ranged attacks. However, you can include the reach value of a ranged weapon for purposes of defense against melee attacks. Reach otherwise serves no purpose in ranged combat.

Ranged Weapons Rules

Ammunition and Cooldown

Ammunition includes both physical projectiles and energy discharge—essentially any ranged attack component that isn’t the weapon itself. Chemical and solid ammunition must be replaced in a weapon when depleted. This means that you must have an excess supply of your weapon’s ammunition on hand if you wish to attack with the weapon more times than its ammo capacity. Energy weapons do not require ammunition to be replaced; instead, the weapon regenerates rounds of ammunition over time automatically; a process called cooldown. See the Ammunition section for more details.

Gun Modes

Guns—whether chemical, solid, or energy—have their attack frequency and domain of effect defined by modes. There are four gun modes and three choke settings. See the Gun Modes section for details.
     The weapon tables list which modes a given weapon can be set to. A weapon can only be set to one mode at any given time, but weapons with multiple modes can have their current mode switched using the Change Gun Mode action.
     Choke settings modify the area targeted by spray- or shot-firing weapons.

Range Increments

All ranged weapons have a range increment, which is a distance measured in spaces at which the weapon’s accuracy or damage diminishes. When making a ranged attack, you count how many complete range increments lie between you and the target. For each complete increment, your weapon test suffers a cumulative +1 threshold penalty. For sake of simplicity, all ranged weapons are limited to 10 range increments. The GM may ignore this limitation for special circumstances (such as sniping from extreme distances).


Firearms produce recoil as they are used, making them less accurate with greater attack frequency. Each weapon has its own recoil rate, which is the cumulative penalty you take to weapon tests using that weapon for every round of ammunition you fire. This penalty accrues per round fired, not per attack.
     You recalculate your recoil penalty with a weapon after you resolve each attack with it, adding the recoil rate to the weapon’s existing recoil penalty for each ammo round you fired in that attack. The recoil penalty for a weapon is not imposed on other weapons you are using—you track recoil penalties for each weapon you use independently.
     Resetting the Weapon: At the start of your turn every initiative pass, you reduce your current recoil penalty with all weapons by 1. If you did not fire a recoil weapon since the start of your last turn, the recoil penalty for that weapon is reset to 0. Additionally, using the Take Aim action also reduces recoil penalties with your weapons.
     Recoil Compensation (RC): Some weapons are designed to reduce recoil by design. Weapon accessories, such as folding stocks and bipods, can mitigate recoil penalties as well. When making an attack with a recoil weapon, reduce the weapon’s total recoil penalty by its RC value when calculating your weapon test dice pool. A weapon’s RC value is the second number listed under the REC column on the weapon tables.
     Maximum Recoil Penalty: The total recoil penalty for any weapon cannot exceed 10 times its normal recoil rate. Recoil compensation applies after setting a high recoil penalty to this limit.

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