Cyberpunk 2020 master weapons list
Type WA Con Avail Damage Ammo Shots ROF Rel Range
Malorian Slivergun, $375 P 0 J P var 7 2 UR 50m 2d6 fragments hit, each doing d3; treated as knife against armour.
Malorian Heavy Flechette Pistol, $595 P +1 J C d6+1 4mm AP 25 2 ST 50m Dense metallic bolt has double AP effect; armour is x 1/4.
Budgetarms C-13, $75 P -1 P R d6 5mm 8 2 ST 50m
Dai Lung Cybermag 15, $50 P -1 P C d6+1 6mm 10 2 UR 50m
Federated Arms X-22, $150 P 0 J E d6+1 6mm 10 2 ST 50m
S&W "Tri-Star" revolver, $375 P 0 J C 2d6 #000 6 1 ST 50m Can also fire shotshells (2d6, d6+2, d6) or slugs (3d6+1 AP). Treat each #000 shot as a 3-round burst (d3 pellets each do 2d6).
Budgetarms Laser-Niner, $675 P +1 J/L P 2d6+1 9mm 15/35 1/3/20 ST 50m Includes +1 for integrated laser sight.
Militech Arms Avenger, $250 P 0 J E 2d6+1 9mm 10 2 VR 50m
Federated Arms X-9mm, $300 P 0 J E 2d6+1 9mm 12 2 ST 50m
Goncz-Taurus Pistol, $200-275 P 0 J E 2d6+1 9mm 15 2 ST 50m
Goncz-Taurus MP, $300-400 MP -1 J C 2d6+1 9mm 15/30 2/10 ST 50m
Beretta 97P, $350 P +2 J P 2d6+1 9mm 18 2 VR 50m
Colt Alpha-Omega 10mm, $500 P +2 J C 2d6+3 10mm 10 2 VR 50m Also available in .45 ACP, doing 2d6+2.
Glock Thirty MP, $705 MP 2 J/L C 2d6+3 10mm 20/30 1/3 VR 50m
Dai Lung Streetmaster, $250 P 0 J E 2d6+3 10mm 12 2 UR 50m
Nova .338 citygun, $460, $15/50 rounds P +1 J P 3d6 .338 7 3 VR 50m
Budgetarms Auto 3, $350 P -1 J E 3d6 11mm 8 2 UR 50m
Sternmeyer Type 35, $400 P 0 J C 3d6 11mm 8 2 VR 50m
Armalite 44, $450 P 0 J E 4d6+1 12mm 8 1 ST 50m
Colt AMT Model 2000, $500 P 0 J E 4d6+1 12mm 8 1 VR 50m
Confederation Arms Multi-Ammo Pistol, $525 P 0 J P var 12mm 6 1 VR 50m Ammo types are GP 4d6+1; Hyper-penetration 4d6+1, AP if more advantageous; ChP Dart 45m, d6, AP vs soft armour; ChP Capsule 45m; ChP Taser d6+taser, save at +2m 10%malf; Explosive 2d6 in 1m radius
Federated Arms 454 DA "Super Chief", $375 P 0 J P 4d6+3 .454 C 5 1 VR 50m
Malorian 3516, $4,525 P -1 J R 6d6 14mm 5 1 VR 50m User must have a cyberarm of body type /Strong/ or better.
Stundart Pistol, $109 P -1 J C Stun .45 RV 2 2 VR 50m Requires immediate stun save at -1, lasting up to 1 hour; cannot penetrate SP6 or heavier armour.
Militech Mini-Gat Machine Carbine, $695 SMG 0 L P d6 .22 120 40 ST 150m
Federated Arms Tech Assault II, $400 SMG +1 J C d6+1 6mm 50 25 ST 150m
Setsuko-Arasaka PMS SMG, $950 ($1,150 for smartgun variant) SMG +1 L P d6+2 7mm 40 20 ST 150m The Setsuko 7mm round is subsonic; the gun itself is heavily muffled.
H&K MPK-9, $520 SMG +1 J C 2d6+1 9mm 35 25 ST 200m
Beretta M-24 SMG, $950 ($1,250 smartlinked) SMG +2 L P 2d6+1 9mm 50 25 VR 200m
Uzi Miniauto 9, $475 SMG +1 J E 2d6+1 9mm 30 35 VR 150m
Malorian Sub-Flechette Gun, $795 SMG +2 J C var 10mm fl 10/30 3/35 VR 50m d6 penetrators per round hit, doing d6 damage each (armour is x 1/4); all hits are in same location.
Militech-10 SMG, $455 SMG +1 J E 2d6+3 10mm 30 20 ST 200m Also available in .45 ACP, doing 2d6+2.
Arasaka Minami 10, $500 SMG 0 J E 2d6+3 10mm 40 20 VR 200m
H&K MP-2013, $450 SMG +1 J C 2d6+3 10mm 35 32 ST 150m
Sternmeyer SMG-21, $500 SMG -1 L E 3d6 11mm 30 15 VR 200m
H&K MPK-11, $700 SMG 0 L C 4d6+1 12mm 30 20 ST 200m
Ingram MAC-14, $650 SMG -2 L E 4d6 12mm 20 10 ST 200m
Kang Tao polymer one-shot cannon, $90 RIF -2 L C 4d6+2 13mm 1 1 UR 100m
HEP round, damage is 1/2 real, 1/2 stun, armour is ineffective and is damaged 2 SP. Automatically breaks on a jam; on a roll of 1, explodes, doing 2d6 to firer's arm.
Militech M31a1 rifle (fitted with pump-action minigrenade launcher), $1,695 RIF +2 N R 4d6 4.5mm 150 30 VR 400m
Darra-Polytechnic M9 Assault Rifle, $300 RIF 0 N P 4d6 5.5mm 40 25 ST 400m Special hollow-nosed ammo does 4d6+2; armour is x 2, any damage passing is x 3/2.
Militech Ronin Light Assault, $450 RIF +1 N C 5d6 5.56mm 35 30 VR 400m
AKR-20 Medium Assault, $500 RIF 0 N C 5d6 5.56mm 30 30 ST 400m
Federated Arms Light Assault 15, $400 ($700 for smartgun variant) RIF 0 N C 5d6 7mm 30 3/25 VR 400m WA +1 when firing 3-round burst.
FN-RAL Heavy Assault Rifle, $600 RIF -1 N C 6d6+2 7.62mm 30 30 VR 400m
Kalashnikov A-80 Heavy Rifle, $550 RIF -1 N E 6d6+2 7.62mm 35 25 ST 400m
FR-F6 sniping rifle, $2,000 RIF +4 N P 6d6+2 7.62mm 10 2 ST 800m Smartlink and targetting gives only a +2 bonus; another +4 is added beyond 800m.
Remington Gyro sniping rifle, $1,000 RIF +2 N P 7d6 API 18mm 6 1 ST 600m WA/dam is +0/3d6+2 to 75m +d6 for 2 rounds, armour does not protect
Militech Cyborg Rifle, $800 RIF +1 N P 7d6+3AP .300WM 30 2 ST 500m
Tsunami Arms Ramjet Rifle, $1,230 RIF +3 N P var 8.5mm 9 3 VR 800m Damage is 5d6 Close, 6d6+1 Medium, 7d6 Long, 7d6+3 Extreme.
S&W Model F "Cyborg Assault" Weapon System, $1,650 RIF 0 L P var 13mm 8 1 VR 100m Ammo types are: HEP (4d6+2 damage is 1/2 real, 1/2 stun, armour is ineffective and is damaged 2 SP); API 4d6+3 against 1/2 SP, d6 next round, d3 next round; Acid as in CP2020-97 for 4 rounds.
Militech Crusher SSG, $450 SHT -1/-3 J C 3d6/d6+2 20ga 6 2 ST 25m Weapon is WA -1 / 3d6 to 12m, WA -3 / d6+2 to 25m, useless beyond that.
Arasaka Rapid Assault 12, $900 SHT -1 N C 4d6 12ga #00 20 10 ST 50m
Constitution Arms Hurricane assault weapon, $1,000 SHT 0 N P 4d6 12ga #00 40 2/20 ST 50m
Sternmeyer Stakeout 10, $450 SHT -2 N R 4d6 12ga #00 10 2 ST 50m
Luigi Franchi "King Buck" Multi-Magnum, $800 SHT -1 N P 6d6 10ga #00 4 2/4 VR 50m Damage progression is 6d6, 5d6, 4d6.
Militech Military/Police Shotgun (12ga), $300 SHT 0/-1 N/L C 4d6 12ga #00 8 2 ST 50m Second WA and concealability ratings when stock is folded.
Militech Military/Police Shotgun (10ga), $300 SHT 0 N C 4d6+3 10ga #00 8 2 ST 50m
H&K G-6 Advanced Squad Automatic, $2,050 LMG 1 N P 5d6 6mm 100 30 VR 450m
Confederation Arms Cyclone squad support weapon, $1,200 HVY +1 N P 6d6+2 7.62mm 100 35 VR 450m
Confederation Arms Deluge crowd control weapon, $800 HVY 0 N P d2 fl 400 35 ST 60m
Barrett-Arasaka Light 20mm, $2,000 HVY 0 N R 4d10 20mm 10 1 VR 450m
Colt-Mauser M2X cannon, $3,050 HVY 0 N R 4d10+6 20mm 8 1 ST 600m Armour is x 1/4, penetrating damage is not reduced. If non- penetrating damage exceeds 1/2 SP, target takes 1/4 damage from impact. Brittle cover will shatter if penetrated.
Militech AM-3 anti-materiel rifle, $6,000 HVY 0 N R 6d10+12 30mm 5 1 ST 1,600m WA is 0, damage 1/3 to 160m; WA +1, damage 1/2 for 160-800m; WA 0, full damage beyond 800m. Armour is x 1/4, penetrating damage is not reduced. If non- penetrating damage exceeds 1/2 SP, target takes 1/4 damage from impact. Brittle cover will shatter if penetrated.
Rheinmetall EMG-85 railgun, $11,370 HVY +3 N R 5d10+10 5 1/2 ST 1,500m
Scorpion 16 Missile Launcher, $3,000 HVY -1 N R 7d10 1 1 VR 1,000m
Militech Arms RPG-A, $1,500 HVY -2 N R 6d10 1 1 VR 1,000m
Grenade, $30 HVY 0 P P var 1 1 VR Throw Grenade types are: Frag 7d6; Incendiary 4d6 for 3 turns; Stun -5 to Stun); Dazzle blind for 4 turns, Sonic deafens 4 turns; Gas.
C-6 Plastic Explosive, $100/kg HVY 0 P P 8d10/kg 1 1 VR 0m
Militech PDU-3 perimeter defence unit, $150 HVY 0 P P 2d6+5 1 1 ST 0m 2.5m blast radius.
Mine (all types), $350 HVY 0 J P 4d10 1 1 VR 0m
Kenshiri-Adachi F-254 Flamethrower, $1,500 HVY -2 N R 2d10 10 1 ST 50m
Militech minigrenade launcher, pump-action/drum-fed, $255/$475 MGL -1/0 L/N C/P var 25mm 4/16 2 ST 400m Grenade types are: HEP ($40, damage is 1/2 real, 1/2 stun, armour is ineffective and is damaged 2 SP); Frag $30, 2d6+1 in 5m; AP Flechette $30, 1d6, target hit by 2d6 fragments; Smoke; Gas. Cam also fire 10ga shotgun ammo, 4d6+3.
Rostovic Wrist Racate, $380, $200 for 6 rockets MRL 0 N P 5d6/3m 30mm 6 3 ST 400m Must be worn over a cyberarm or battleglove.
Techtronica Volt Pistol, $950 P +1 J R 3d6 6 1 ST 25m Damage is 50% real, 50% stun only; cyberlimbs shorted for d6+3 turns; hit or adjacent cyberware microwaved at +1 (Roll d6: 1 cyberoptics short for d6 turns; 2 if character has interface plugs, reflex boosts, or other hardwiring, REF is reduced by d3 until repaired; 3 cyberaudio shorts for d6 turns; 4 cyberlimb malfunctions for d10 turns, d6: 1-2 right arm, 3 left leg, 4 right leg, 5-6 left arm; 5 epileptic fit for d2 turns; 6 no effect.); ungrounded armour does not protect.
Techtronica 15 Microwaver, $400 P 0 J P d6 10 2 VR 20m Roll d6 for any target within 1m of the beam: 1 cyberoptics short for d6 turns; 2 if character has interface plugs, reflex boosts, or other hardwiring, REF is reduced by d3 until repaired; 3 cyberaudio shorts for d6 turns; 4 cyberlimb malfunctions for d10 turns, d6: 1-2 right arm, 3 left leg, 4 right leg, 5-6 left arm; 5 epileptic fit for d2 turns; 6 no effect.
Militech Electronics LaserCannon, $8,000 RIF +2 N R 1-5d6 10 2 UR 200m
Avante P-1135 Needlegun, $200 P 0 P P Drugs 15 2 ST 40m
Enertex AKM Power Squirt, $15 P -2 J C Drugs 50 1 VR 10m
Nelspot "Wombat", $200 P -1 J C Drugs 20 2 UR 40m
Militech Electronics Taser, $60 P -1 J C Stun 10 1 ST 10m
EagleTech "Tomcat" compound bow, $150 EX 0 N C 4d6 12 1 VR 150m
EagleTech "Stryker" crossbow, $220 EX -1 N C 3d6+3 12 1 VR 50m
Kendachi Dragon, $660 EX 0 J P var 4 1 ST 4m 2d6 spread over 2 areas when hit, d6 on one area next round; only rigid armour (or soft armour SP15 or more) will protect; soft armours are damaged 2 levels.
Combat knife M 0 P C d6 - - - - 1m