Railguns
Railguns are heavy, powerful weapons capable of slicing through armour as if it weren't there.
The average Railgun has the following stats
Weapon Skill: Heavy Weapons
Single Shot Damage: 5d6
Standard Magazine: 4 (Rifle)
Rate of Fire: 1
Hands Required: 2
Attachment Slots: 0
Concealable: No
A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted. A non exotic weapon that starts with preinstalled Attachments can have those Attachments removed to free up that slot, but that weapon can only be reattached to a weapon of the same weapon category. An exotic weapon cannot have its preinstalled attachments removed. Railguns ignore armour entirely if it is under a certain value, depending on the railgun in question. Railguns are incapable of making Aimed Shots. Unless otherwise stated, they use the following Range Table
The Arasaka Variable Assault Rifle is an Excellent Quality Exotic Assault Rifle with a unique alternate fire railgun mode. Assuming you have both needed conversion parts, you can switch between its standard and special railgun variant mode when combat begins (before Initiative is rolled), anytime outside of combat, or in combat with an Action. In its special railgun mode, the weapon is incapable of Autofire and Aimed Shots, but damage dealt by this weapon ignores the target's armour entirely if it is lower than SP7. Armour with SP7 or higher is interacted with as normal. Additionally, whenever fired in its railgun mode, a charge is drained from the weapon's eight-shot rechargeable (1 hour) 50eb battery pack in addition to a bullet being fired from the magazine. The battery pack can be reloaded separately from the gun's magazine. If fired in railgun mode without any charges in its battery pack, or without a properly installed battery pack, the weapon fires instead as a typical Excellent Quality Exotic Assault Rifle.
The 15,000eb price point of the weapon assumes that it comes with both of its conversion parts. For each missing part in an AVAR at the time of sale, the price is lowered by 5,000eb. Individual conversion parts and the base weapon are worth 5,000eb when sold alone.Rhinemetall EMG-86 Railgun:
Rhinemetall's solution to armoured targets. Too heavy, and too powerful to be used by anyone without serious musculoskeletal enhancements.
A Standard Quality Borg Railgun. Reloading this weapon requires two Actions, and thus can only be done over the course of two turns. Damage dealt by this weapon ignore the targets armour entirely if it is lower than SP11. Armour with a higher SP is interacted with normally. Firing this weapon without suffering the Broken Arm critical injury requires BODY 11, unless the weapon is mounted.
Tsunami Arms "Deathwind" Railgun:
The most powerful theoretically man-portable kinetic kill rifle currently in existence, the Deathwind debuted in the latter half of the 4th Corporate War as the business end of the Tsunami Magus ACPA, where it saw much success as an "ACPA Killer"
An Excellent Quality Borg Railgun with preinstalled Smartgun Link, Sniper Rifle Rechamber, and Sniper Scout Barrel. After every third shot fired by this weapon within 30 seconds, this weapon's Quality reduces to Poor Quality until it is vented by the user as an Action. Damage dealt by this weapon ignores the target's armour entirely if it is lower than SP12. Armour with a higher SP is still interacted with as normal. Reloading this weapon requires 2 Reload Actions. Firing this weapon requires either BODY 14, or if the user is Prone, BODY 12, if this requirement is not met, firing the weapon will inflict the Broken Arm Critical Injury on the user, and knock them prone, if they were not already. Incompatible with all Capacity modifying attachments. This weapon's Smartgun link cannot be uninstalled, and requires the user to be attached to the weapon with two installations of Interface Plugs/Subdermal Grip for the weapon to operate. Cannot be installed in a heavy weapons popup mount.
Single Shot Damage: 5d6
Standard Magazine: 4 (Rifle)
Rate of Fire: 1
Hands Required: 2
Attachment Slots: 0
Concealable: No
A Poor Quality weapon will jam on a Critical Fumble on their Attack Checks
An Excellent Quality weapon will have a +1 to its Attack Checks
An Exotic weapon is considered to be Standard Quality, with 0 starting Attachment Slots, and is incompatible with Non-Basic Ammunition unless otherwise noted. A non exotic weapon that starts with preinstalled Attachments can have those Attachments removed to free up that slot, but that weapon can only be reattached to a weapon of the same weapon category. An exotic weapon cannot have its preinstalled attachments removed. Railguns ignore armour entirely if it is under a certain value, depending on the railgun in question. Railguns are incapable of making Aimed Shots. Unless otherwise stated, they use the following Range Table
| Range | 0-6 m | 7-12 m | 13-25 m | 26-50 m | 51-100 m | 101-200 m | 201-400 m | 401-800 m |
|---|---|---|---|---|---|---|---|---|
| DV | 17 | 16 | 15 | 13 | 15 | 20 | 25 | 30 |
Railguns
| Weapon | Description | Slots | Price |
|---|---|---|---|
| AVAR Prototype | Arasaka prototype assault rifle with conversion parts that allow the weapon to be converted into a railgun. | 0 | 5,000 - 15,000 eb |
| Rhinemetall EMG-86 Railgun | Borg Railgun capable of slicing through armour like butter. | 0 | 5,000 eb |
| Tsunami Arms "Deathwind' Railgun | Tsunami Arms' ACPA mounted railgun | 0 | 12,000 eb |
Arasaka Prototype Variable AR:
During the 4th Corporate war, Arasaka "commissioned" two captured Rhinemetall engineers to design an automatic weapon with railgun capabilities. However, by the time they had produced a batch of prototypes and shipped them off for hands-on testing in Tokyo, the project had to be shelved due to their workshop in the Night City's Arasaka Tower annihilation via nuclear fire. Most versions of the AVAR found in the wild are missing at least one of the two needed conversion parts for the railgun mode. To convert the weapon, the normal receiver is switched out with an electromagnetic one, and the barrel is switched out with a heat-resistant one. While this change locks the weapon out of autofire and makes it less accurate, it is made up for by the railgun mode's armour piercing capability.The Arasaka Variable Assault Rifle is an Excellent Quality Exotic Assault Rifle with a unique alternate fire railgun mode. Assuming you have both needed conversion parts, you can switch between its standard and special railgun variant mode when combat begins (before Initiative is rolled), anytime outside of combat, or in combat with an Action. In its special railgun mode, the weapon is incapable of Autofire and Aimed Shots, but damage dealt by this weapon ignores the target's armour entirely if it is lower than SP7. Armour with SP7 or higher is interacted with as normal. Additionally, whenever fired in its railgun mode, a charge is drained from the weapon's eight-shot rechargeable (1 hour) 50eb battery pack in addition to a bullet being fired from the magazine. The battery pack can be reloaded separately from the gun's magazine. If fired in railgun mode without any charges in its battery pack, or without a properly installed battery pack, the weapon fires instead as a typical Excellent Quality Exotic Assault Rifle.
The 15,000eb price point of the weapon assumes that it comes with both of its conversion parts. For each missing part in an AVAR at the time of sale, the price is lowered by 5,000eb. Individual conversion parts and the base weapon are worth 5,000eb when sold alone.
Rhinemetall EMG-86 Railgun:
Rhinemetall's solution to armoured targets. Too heavy, and too powerful to be used by anyone without serious musculoskeletal enhancements.
A Standard Quality Borg Railgun. Reloading this weapon requires two Actions, and thus can only be done over the course of two turns. Damage dealt by this weapon ignore the targets armour entirely if it is lower than SP11. Armour with a higher SP is interacted with normally. Firing this weapon without suffering the Broken Arm critical injury requires BODY 11, unless the weapon is mounted.
Tsunami Arms "Deathwind" Railgun:
The most powerful theoretically man-portable kinetic kill rifle currently in existence, the Deathwind debuted in the latter half of the 4th Corporate War as the business end of the Tsunami Magus ACPA, where it saw much success as an "ACPA Killer"
An Excellent Quality Borg Railgun with preinstalled Smartgun Link, Sniper Rifle Rechamber, and Sniper Scout Barrel. After every third shot fired by this weapon within 30 seconds, this weapon's Quality reduces to Poor Quality until it is vented by the user as an Action. Damage dealt by this weapon ignores the target's armour entirely if it is lower than SP12. Armour with a higher SP is still interacted with as normal. Reloading this weapon requires 2 Reload Actions. Firing this weapon requires either BODY 14, or if the user is Prone, BODY 12, if this requirement is not met, firing the weapon will inflict the Broken Arm Critical Injury on the user, and knock them prone, if they were not already. Incompatible with all Capacity modifying attachments. This weapon's Smartgun link cannot be uninstalled, and requires the user to be attached to the weapon with two installations of Interface Plugs/Subdermal Grip for the weapon to operate. Cannot be installed in a heavy weapons popup mount.
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Light Melee Weapons
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Gauntlets
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Medium Pistols
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Railguns
To view Equipment, click here
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