The Chrome Market · Chapter 3

Weapons

A bullet in 2070 does what a bullet did in 1970. The damage of every firearm here follows the calibre table in The Modern Armory. What changed is everything around the bullet: the sight, the link, the magazine, and what the weapon is made of.

Smart is the quality of the period. Read it in Chapter 2 before buying anything.

Older weapons are half price and need no link.

Smart Pistol

Linked sidearm, service smartgun

6 3 Medium 1

Light Ranged 900 Restricted Near Ballistic Smart 1, Concealable 1

A service pistol with a camera under the barrel and a link to its owner's eyewear or implant. The shooter sees where the round will go. Unlinked, it is an ordinary pistol.

Machine Pistol

Burst pistol, bullet hose

5 3 Short 1

Light Ranged 700 Restricted Near Ballistic Auto-Fire, Inaccurate 1, Concealable 1

A pistol that empties its magazine in a second and a half. It is cheap, it hides under a jacket, and it is the usual weapon of people who do not expect to aim.

Printed Pistol

Ghost gun, polymer one-off, the disposable

5 4 Short 1

Light Ranged 150 Illicit Near Ballistic Scanner-Evasive, Concealable 2, Limited Ammo 6, Unreliable

Printed in polymer and ceramic in an afternoon, with no serial number and almost no metal. It is made to be carried through a checkpoint, used once, and dropped in a river.

Heavy Smart Pistol

Hand cannon, enforcer

7 3 Medium 2

Light Ranged 1400 Restricted Chrome Ballistic Smart 1, Cumbersome 2

A magnum-calibre pistol with a recoil compensator and a link. It is built for people with a cyberarm, and anyone else needs Might 2 to hold it on target.

Caseless Carbine

Personal defence weapon, bullpup

7 3 Medium 2

Heavy Ranged 1500 Military Near Ballistic Auto-Fire, Pierce 1, Concealable 1

A short weapon firing small, fast, caseless rounds from a fifty-round block. It fits under a coat and goes through a soft vest. Corporate security carries it where a rifle would frighten the clients.

Smart Rifle

Linked assault rifle, service smartgun

8 3 Long 4

Heavy Ranged 2600 Military Near Ballistic Smart 1, Auto-Fire

The infantry rifle of the period: the Assault Rifle of The Modern Armory with a ballistic computer, a link, and a round counter. It can be fired round a corner by holding it out and looking through the link.

Guided Rifle

Steered-round sniper, the long link

9 3 Extreme 5

Heavy Ranged 9000 Military Chrome Ballistic Smart 2, Pierce 2, Cumbersome 3, Prepare 1, Slow-Firing 1

A heavy rifle firing rounds with fins that steer in flight. The shooter paints the target and the round corrects for wind, range, and a target that moves. Each round costs 50.

Smart Shotgun

Breacher, room gun

8 3 Short 4

Heavy Ranged 1600 Restricted Near Ballistic Smart 1, Blast 4, Knockdown

A magazine-fed shotgun whose link chooses the choke for the range. Inside a room it does not miss much.

Airburst Launcher

Programmable launcher, the twenty-five

8 4 Long 5

Gunnery 6000 Military Near Blast Airburst, Smart 1, Blast 6, Limited Ammo 5, Cumbersome 3

A shoulder-fired launcher for small shells that are told how far to fly before they burst. Airburst puts the fragments above or behind whatever the target is hiding behind.

Shock Pistol

Electrolaser, zapper, compliance pistol

6 — Short 1

Light Ranged 600 Restricted Near Disruption Stun Damage, Disorient 2, Limited Ammo 6

Fires a conductive path and then a charge down it, with no wires. It is the police sidearm of the period. Its damage type is Disruption, and against a target with cyberware it also has Ion 2.

Pain Projector

Active denial emitter, heat ray

5 — Medium 4

Gunnery 8000 Military Near Disruption Stun Damage, Blast 5, Cumbersome 3

A flat antenna on a tripod or a vehicle that makes skin feel as if it is on fire. Worn armour gives no Resistance against it. It clears a street without leaving a mark, which is why it is used.

Dazzler

Glare gun, optical disruptor

— — Medium 1

Light Ranged 400 Restricted Near Disruption Limited Ammo 10

A pulsed laser tuned to overload eyes and cameras. It does no damage. On a hit the target is Blinded until the end of its next turn, and for one more round for each 2 Boons spent. Flare-compensated eyes and visors are immune.

Monowire

Mono-whip, the thread

+1 2 Engaged 0

Light Melee 3000 Illicit Chrome Cutting Pierce 4, Vicious 1, Reach, Concealable 4

A weighted line one molecule thick, on a spool in a ring or a fingertip. It cuts through most things. On a Calamity, or 2 Bane from a failed attack, the wielder suffers the weapon's hit in the target's place.

Thermal Blade

Heat knife, burner

+2 3 Engaged 1

Light Melee 800 Restricted Chrome Cutting Burn 1, Pierce 1, Sunder

A blade with a heating element along its edge. It is sold as a rescue tool for cutting vehicle frames, and it does that.

Shock Knuckles

Stun gloves, the handshake

+1 — Engaged 0

Unarmed 250 Restricted Near Disruption Stun Damage, Disorient 2, Concealable 3

Contact plates across the knuckles of a glove, with a cell at the wrist. They pass for ordinary gloves.

Smart Grenade

Linked frag, the polite grenade

8 4 Short 1

Light Ranged 150 Military Near Blast Smart 1, Blast 6, Limited Ammo 1

A fragmentation grenade that talks to the thrower's link. It will not detonate with a linked ally inside its Blast, and it can be told to wait up to three rounds.

Pulse Grenade

EMP grenade, blackout

2 — Short 1

Light Ranged 400 Military Near Disruption Ion 4, Blast 2, Limited Ammo 1

A single-use electromagnetic pulse. Its Ion 4 applies to the target and to everything Engaged with it, with no Boons needed: drones, smart weapons, decks, and cyberware.

Loads

Special ammunition for the weapons of this period. The loads of The Modern Armory are all still made.

Load Fits Effect Price Tier
Guided round Smart rifles and pistols The weapon's Smart rating is 1 higher for this shot 50 each Chrome
Tag round Any firearm Damage is 2 lower. On a hit that deals Wounds the target carries a tracker for a day: its location is known to the shooter's link 40 each Near
Gel round Pistols, shotguns Stun Damage. Crit becomes —. Range is one band shorter x2 Near
Shock round Shotguns Stun Damage, Disorient 2, and Ion 2 against a target with cyberware. Range Short 15 each Near
Pulse round Airburst Launcher Damage 2, Ion 4, Blast 2 as the Pulse Grenade 200 each Near
Micro-explosive round Heavy pistols, rifles Gains Blast 2 and Vicious 1. Unreliable 25 each Chrome

Attachments

A handgun takes two attachments and a long gun three, as in The Modern Armory.

Attachment Fits Price Avail Tier Effect
Smartlink rail Any firearm from The Modern Armory 800 Restricted Near The weapon gains Smart 1. Counts as one attachment
Biometric grip Any firearm 150 Common Near Fires only for its registered users. Bypassing it is an intrusion against Security 2
Integral suppressor Pistols, carbines, rifles 600 Restricted Near The weapon gains Suppressed with no change to Encumbrance or Concealable
Gyro harness Weapons with Cumbersome 2500 Military Near Cumbersome is 2 lower. Encumbrance 3, worn. Not with Concealable
Corner sight Any firearm 300 Common Near The shooter may fire from full cover, adding 2 Bane Dice. A Smart weapon already does this with 1
Friend-or-foe module Smart weapons 400 Restricted Near Auto-Fire and Blast from this weapon never hit a linked ally
Ghost finish Any weapon of Encumbrance 2 or less 2000 Illicit Chrome The weapon gains Scanner-Evasive
Recoil sleeve Pistols 350 Common Near Cumbersome is 1 lower
A firefight in the rain