Human Scale Weapons
Melee Weapons
See CP Rules
Needlers
| "Blowgun" Special | P | 0 | P | 1D6 | 1 | 1 | 50M |
| Budget Arms Needler | P | -1 | P | 1D6+1 | 1 | 1 | 50M |
| Militech Defender | P | 0 | J | 1D6 | 10 | 2 | 50M |
| Avante P-2034 | P | +1 | J | 1D6 | 10 | 1 | 50M |
| Araska Subduer | SMG | +1 | J | 1D6+2 | 30 | 15 | 100M |
| Colt Sleeper | SMG | -1 | J | 2D6 | 30 | 10 | 100M |
| PSI Super Tranq | R | 0 | L | 2D6 | 15 | 3 | 150M |
| Militech SIS | R | +1 | L | 2D6 | 10 | 2 | 150M |
| Barett HHS Mk VI | R | 0 | N | 3D6 | 15 | 2 | 200M |
| Malorian Arms 16NR | R | -1 | N | 3D6+2 | 15 | 1 | 200M |
Standard load for a needler is a heavy tranqualizer. For all pracicle purposes needlers are silenced and AP. If damage penetrates the targets armor instead of doing damage teh target must make a stun/save roll at a cummlitive -1/hit. Tranqualizer effects wear off in 1-6 hours.
Projectile
CP is full of them, almost all apply. Guns are highly simplified many of the gun modifications (electrothermal enhancement, smarting) aren't availible. Similiarly, ammo other than standard is rare.
Energy
| Colt Rapid Laser | SMG | 0 | L | 5D6 | 20 | 20 | 150M |
| Techronica MPCL | SMG | +1 | L | 5D6 | 25 | 15 | 150M |
| Arasaka Heavy Laser | R | 0 | N | 6D6 | 30 | 15 | 300M |
| Malorian Arms Laser Assault | R | +1 | N | 7D6 | 30 | 30 | 300M |
| Militech E-Sniper | R | +2 | N | 8D6 | 6 | 1 | 1000M |
Energy weapons are still big things, they haven't been miniturized any smaller than long coat concealable (barely). All energy weapons are considered AP except vs specifically designed armor.