# Weapons

*The Chrome Market, Near-Future Weapons, Cyberware, and Street Tech for Exodus NDS. Source: https://exodusnds.com/sourcebooks/chrome-market/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.

<img class="framed" src="https://exodusnds.com/assets/sourcebook/chrome_market/chrome-market-weapons.jpg">

##### <span class="weapon-bar ballistic"></span>Smart Pistol
<span class="weapon-aka">Linked sidearm, service smartgun</span>

<div class="weapon ballistic">

<span class="dmg">6</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">900</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Smart 1, Concealable 1</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Machine Pistol
<span class="weapon-aka">Burst pistol, bullet hose</span>

<div class="weapon ballistic">

<span class="dmg">5</span>
<span class="crit">3</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">700</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire, Inaccurate 1, Concealable 1</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Printed Pistol
<span class="weapon-aka">Ghost gun, polymer one-off, the disposable</span>

<div class="weapon ballistic">

<span class="dmg">5</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">150</span>
<span class="avail">Illicit</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Scanner-Evasive, Concealable 2, Limited Ammo 6, Unreliable</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Heavy Smart Pistol
<span class="weapon-aka">Hand cannon, enforcer</span>

<div class="weapon ballistic">

<span class="dmg">7</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">1400</span>
<span class="avail">Restricted</span>
<span class="from">Chrome</span>
<span class="type">Ballistic</span>
<span class="qual">Smart 1, Cumbersome 2</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Caseless Carbine
<span class="weapon-aka">Personal defence weapon, bullpup</span>

<div class="weapon ballistic">

<span class="dmg">7</span>
<span class="crit">3</span>
<span class="range short">Medium</span>
<span class="enc">2</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">1500</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Auto-Fire, Pierce 1, Concealable 1</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Smart Rifle
<span class="weapon-aka">Linked assault rifle, service smartgun</span>

<div class="weapon ballistic">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range short">Long</span>
<span class="enc">4</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">2600</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Smart 1, Auto-Fire</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Guided Rifle
<span class="weapon-aka">Steered-round sniper, the long link</span>

<div class="weapon ballistic">

<span class="dmg">9</span>
<span class="crit">3</span>
<span class="range short">Extreme</span>
<span class="enc">5</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">9000</span>
<span class="avail">Military</span>
<span class="from">Chrome</span>
<span class="type">Ballistic</span>
<span class="qual">Smart 2, Pierce 2, Cumbersome 3, Prepare 1, Slow-Firing 1</span>

</div>

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.

##### <span class="weapon-bar ballistic"></span>Smart Shotgun
<span class="weapon-aka">Breacher, room gun</span>

<div class="weapon ballistic">

<span class="dmg">8</span>
<span class="crit">3</span>
<span class="range short">Short</span>
<span class="enc">4</span>

</div>

<div class="weapon-detail">

<span class="skill">Heavy Ranged</span>
<span class="price">1600</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Ballistic</span>
<span class="qual">Smart 1, Blast 4, Knockdown</span>

</div>

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

##### <span class="weapon-bar blast"></span>Airburst Launcher
<span class="weapon-aka">Programmable launcher, the twenty-five</span>

<div class="weapon blast">

<span class="dmg">8</span>
<span class="crit">4</span>
<span class="range short">Long</span>
<span class="enc">5</span>

</div>

<div class="weapon-detail">

<span class="skill">Gunnery</span>
<span class="price">6000</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Blast</span>
<span class="qual">Airburst, Smart 1, Blast 6, Limited Ammo 5, Cumbersome 3</span>

</div>

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.

##### <span class="weapon-bar disruption"></span>Shock Pistol
<span class="weapon-aka">Electrolaser, zapper, compliance pistol</span>

<div class="weapon disruption">

<span class="dmg">6</span>
<span class="crit">—</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">600</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Disruption</span>
<span class="qual">Stun Damage, Disorient 2, Limited Ammo 6</span>

</div>

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**.

##### <span class="weapon-bar disruption"></span>Pain Projector
<span class="weapon-aka">Active denial emitter, heat ray</span>

<div class="weapon disruption">

<span class="dmg">5</span>
<span class="crit">—</span>
<span class="range short">Medium</span>
<span class="enc">4</span>

</div>

<div class="weapon-detail">

<span class="skill">Gunnery</span>
<span class="price">8000</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Disruption</span>
<span class="qual">Stun Damage, Blast 5, Cumbersome 3</span>

</div>

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.

##### <span class="weapon-bar disruption"></span>Dazzler
<span class="weapon-aka">Glare gun, optical disruptor</span>

<div class="weapon disruption">

<span class="dmg">—</span>
<span class="crit">—</span>
<span class="range short">Medium</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">400</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Disruption</span>
<span class="qual">Limited Ammo 10</span>

</div>

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.

##### <span class="weapon-bar cut"></span>Monowire
<span class="weapon-aka">Mono-whip, the thread</span>

<div class="weapon cut">

<span class="dmg">+1</span>
<span class="crit">2</span>
<span class="range short">Engaged</span>
<span class="enc">0</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">3000</span>
<span class="avail">Illicit</span>
<span class="from">Chrome</span>
<span class="type">Cutting</span>
<span class="qual">Pierce 4, Vicious 1, Reach, Concealable 4</span>

</div>

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.

##### <span class="weapon-bar cut"></span>Thermal Blade
<span class="weapon-aka">Heat knife, burner</span>

<div class="weapon cut">

<span class="dmg">+2</span>
<span class="crit">3</span>
<span class="range short">Engaged</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Melee</span>
<span class="price">800</span>
<span class="avail">Restricted</span>
<span class="from">Chrome</span>
<span class="type">Cutting</span>
<span class="qual">Burn 1, Pierce 1, Sunder</span>

</div>

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

##### <span class="weapon-bar disruption"></span>Shock Knuckles
<span class="weapon-aka">Stun gloves, the handshake</span>

<div class="weapon disruption">

<span class="dmg">+1</span>
<span class="crit">—</span>
<span class="range short">Engaged</span>
<span class="enc">0</span>

</div>

<div class="weapon-detail">

<span class="skill">Unarmed</span>
<span class="price">250</span>
<span class="avail">Restricted</span>
<span class="from">Near</span>
<span class="type">Disruption</span>
<span class="qual">Stun Damage, Disorient 2, Concealable 3</span>

</div>

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

##### <span class="weapon-bar blast"></span>Smart Grenade
<span class="weapon-aka">Linked frag, the polite grenade</span>

<div class="weapon blast">

<span class="dmg">8</span>
<span class="crit">4</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">150</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Blast</span>
<span class="qual">Smart 1, Blast 6, Limited Ammo 1</span>

</div>

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.

##### <span class="weapon-bar disruption"></span>Pulse Grenade
<span class="weapon-aka">EMP grenade, blackout</span>

<div class="weapon disruption">

<span class="dmg">2</span>
<span class="crit">—</span>
<span class="range short">Short</span>
<span class="enc">1</span>

</div>

<div class="weapon-detail">

<span class="skill">Light Ranged</span>
<span class="price">400</span>
<span class="avail">Military</span>
<span class="from">Near</span>
<span class="type">Disruption</span>
<span class="qual">Ion 4, Blast 2, Limited Ammo 1</span>

</div>

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 |

<img class="framed" src="https://exodusnds.com/assets/sourcebook/chrome_market/chrome-market-firefight.jpg" alt="A firefight in the rain" loading="lazy">
