MECHWARRIOR SMALL ARMS
Text supplied by BEN MERCER  <benmercer@hotmail.com>    Formatted by David KNIGHTHAWK Simpson  <dsknighthawk@yahoo.com>

These weapons can't be hot-shotted.
They use either powercells (15eb, 20 charges) or military
power-backpacks (150eb, 200 charges).  Each weapon uses a different
number of charges per shot (listed where magazine capacity usually is)
and hold a different number of powercells (listed after it's name).  The
cells and backpacks may be recharged using cyberpunk laser rules or by
combustion chargers (requires CHOOH2 fuel, 15 charges per hour, 175 eb
approx.), solar chargers (45 charges per hour, requires light source,
350eb approx.) or direct connection to a nuclear power source (100
charges per hour).  The guns may be directly hooked up to nuclear power
for infinite shots.

Energy weapons:

Generic laspistol (2 cells)
     P  +1  J  P  4D6  (2)  3  VR  75m  750eb
Hold-out laspistol (1 cell)
    P  +1  P  P  2D6  (3)  3  ST  40m  100eb (raise this one if you like, it's dirt cheap!)
Nakjama laspistol (1 cell)
    P  +1  J  P  3D6  (1)  3  VR  90m  750eb
Sunbeam Nova laspistol (2 cells)
    P  +1  J  P  5D6  (4)  3  VR  70m  750eb
Sunbeam Supernova laspistol (3 cells)
    P  +1  J  R  8D6  (10) 2  VR  100m  1250eb
Generic laspistol (2 cells)
    RIF  +1  L  P  4D6+2  (5)  3  VR  190m  1250eb
Intek lasrifle (2 cells)
    RIF  +2  L  P  2D6+2  (2)  3  VR  320m  1250eb
Pulse laspistol (2 cells)
    P  +2  J  R  3D6  (2)  3/10  VR  50m  1000eb
Pulse lasrifle (4 cells)
    RIF  +2  L  R  3D6+2  (4)  3/10  VR  175m  2000eb

Powered weapons :

Mauser 960 assault system - 2200eb, holds 4 cells.
     RIF  +2  N  R  3D6+3  (2)  1/10  VR  180m
     HVY  0  -    - (  25mm )  6    1/3   ST  150m
                         (grenade)

Sonic Stunner - 200eb, holds 2 cells.
     P  0  J  C  2D6+4*  (4)  1  VR  25m
*Roll damage against the target's BOD.  If damage is greater, target
is knocked out for 5D6 minutes.  If damage is less, user suffers -3 REF
and -3 INT from headaches and lack of coordination for 1D6 minutes.
Targets knocked out suffer -2 REF and -2 INT from headaches and lack of
coordination for 1D6 minutes when they wake up.

Slug weapons (using good old bullets, and costing virtually nothing!)

Generic pistol : P  +1  J  E  2D6+3   6   1  ST  50m  120eb
                                         (.357 mag)
Autopistol       : P  +1  J  E  2D6      10  2  ST  50m  150eb
                                          (9mm)
Sternsnacht   : P  +1  J  E  4D6+2    3  1  ST  75m   250eb
                                          (.50 AE)
Mydron MP    : P  +1  J  E  1D6+2  20  1/3  ST  75m  200eb
                                           (7mm)
Generic holdout :  P  0  P  E  1D6+2  5  2  ST  25m  60eb
                                               (7mm)
Generic SMG :  SMG  +1  L  E  3D6  50  1/3/25  ST  150m  300eb
                                               (11mm)
Rorynex SMG : SMG +1  L  E  3D6+2  100  1/3/25  ST 135m  300eb
                                             (.45 Super)
Imperator SMG : SMG +1  L  E  2D6  50  1/3/25  ST  170m  375eb
                                                 (9mm)
Generic rifle : RIF  0  N  E  5D6  40  1/3/20  ST  250m   240eb
                                       (5.56mm)
Federated long rifle : RIF  0  N  E  4D6  10  1  ST  350m  300eb
                                                   (4.5mm)
Zeus heavy rifle  : RIF  0  N  E  6D10  5  1  ST  500m  350eb
                                               (.460 WM)
2-barrel shotgun : SHG +1  N  E  4D6  2  2  ST  50m  200eb
                                                  (12 ga.)
Pump shotgun : SHG  +1  N  E  4D6  6  1  ST  70m  300eb
                                                 (12 ga.)
Mini-grenade launcher (May be underbarrel mounted on rifles/SMG's)
       HVY  0  J/L  E  (25mm grenade)  5  1  ST  75m  200eb

Gyrojet weapons : These fire rockets of various sizes and are equally
effective against vehicles and infantry (ignore 2x SP modifier for
vehicles).

Gyrojet rifle : RIF  0  N  C  3D6+6  10  1  VR  435m  1250eb
                    Ammo : 200eb/magazine.
Heavy gyrojet gun : RIF  0  N  C  6D6+6  5  1  VR  435m  2500eb
                    Ammo : 250eb/magazine.
Gyroslug rifle : RIF  0  L  C  3D6+3  50  2  VR  255m  1000eb
                    Ammo : 20eb/magazine.
Gyroslug carbine : RIF  0  J/L  C  2D6+5  20  2  VR  180m  500eb
                    Ammo : 5eb/magazine.
Holdout gyrojet pistol : P  0  P  C  3D6+3  2  2  ST  25m  40eb
                    Ammo : 1eb/magazine.

Needler weapons : These fire flechettes (SP 1/4, damage 1/2) stripped
from a plastic block in burst-fire mode.  The ROF is how many bursts you
may fire.

Needler pistol : P  +1  J  C  2D6+2  10  3  ST  30m  140eb
                     Ammo : 1eb/block.
Needler SMG : SMG  J/L  C  3D6+2  20  3  ST  80m  220eb
                     Ammo : 2eb/block.
Holdout needler : P  +1  P  C  2D6  5  3  ST  15m  70eb
                     Ammo : 1eb/block.

Flamers (Burn, baby burn!)

Flamer pistol : P  +2  J  C  2D6 (2.5m)  10  1  ST  35m  250eb
           Fuel : 1eb/tank.
Flamer : RIF  +1  L  C  2D10 (7.5m)  12  1  ST  30m  500eb
           Fuel : 2eb/tank.