Pedestrian Weapons
Rifles:

WeaponGEWeightDamageTo-Hit CostShotsCPSL. $Notes
Light Rifle27 lbs.2 hits7$100201/2$110-

The light rifle is basically just a smaller calibre to the normal rifle (around .22). It may use any normal rifle accessory, and may use normal rifle ammunitions. It can be designed to be broken apart easily for an additional +$50, and in this case may fit inside a brief case, or the components may be hidden separately. It takes about a couple of minutes to assemble, and only half that to take apart. In this role it is sometimes used as a survival rifle for military pilots.


Shotguns:

WeaponGEWeightDamageTo-Hit CostShotsCPSL. $Notes
Light Shotgun28 lbs.1 hit6$75100.5$80-
Double Barrelled Light Shotgun210 lbs.1/2 hits6$15010/50.5$160-
Heavy Shotgun312 lbs.3 hits6$20052$210-

The light shotgun is a 20 gauge calibre shotgun. The double barrelled version follows all the normal rules for a double barrelled shotgun. The light shotgun may only accept buckshot, birdshot or solid slug ammo, and not any of the other varieties available.
The Heavy Shotgun is just a larger calibre version of the standard shotgun (10 gauge). It can mount any normal weapon accessory, but doesn't come in double barrelled versions.

Shotguns don't just fire basic '00' Buckshot either, oh no, they can be quite versatile if you get the right ammo...
The following shotgun rounds do change the nature of shotguns and give the weapon maximum ranges depending on the ammunition being used. Also note that some rounds have a different to-hit depending on the range of the target.

Buckshot: This is the basic ammo for the weapon. It has a maximum range of 6", and at ranges 4-6" it has a to-hit of 8.
Birdshot: A much smaller shot fills the cartridge, meaning it can fire more pellets which stand a better chance of hitting the target, although reducing the amount of damage inflicted. CPS *1, TH 5, Damage: 1 hit. It has a maximum range of 6", and at ranges 4-6" it has a to-hit of 8.

Other rounds:
These rounds are solid rounds rather than pellet filled, and thus all have a to-hit of 7. Unless stated, these rounds have a maximum range of 20".
Solid Slug: Just a solid slug of metal, very powerful against pedestrians and unarmoured components. CPS *2, Double damage, inflicts half damage versus vehicles. It maybe made AP or hollow point at normal costs.
Tear Gas: A smaller but similar round to that fired by grenade launchers. CPS $15, inflicts a 1/2"*1/2" tear gas cloud.
Smoke: Again, a smaller but similar round to that fired by grenade launchers. CPS $10, inflicts a 1/2"*1/2" smoke cloud. May be made hot at normal prices.
Incendiary: A solid round filled with incendiary material designed to start fires against inflammable items. CPS $20, gives damage as a slug with a burn modifier of 1/0, or 2/0 for the heavy shotgun.
Flash Rounds: Basically the grenade fitted inside a shotgun shell. CPS $150, acts exactly like a normal flash grenade.
Explosive Rounds: Solid rounds may be filled with HE to give the weapon a blast radius. CPS *8, gives normal shotgun damage (not slug) to the target, and 1D2 hits to all targets within 1/2".
Flechette Round: This cartridge is filled with many tiny flechettes, much like a normal pellet round. However these flechettes are designed for range, and can easily outstrip their cruder cousins. CPS *10, same damage as a normal shotgun round (not slug), to-hit 6 or to-hit 7 over 10". These rounds do not have a maximum range.


Submachine Guns:

WeaponGEWeightDamageTo-Hit CostShotsCPSL. $Notes
Heavy SMG212 lbs.1d+16$4501015$600a

The HSMG is simply a larger calibre SMG and follows all normal rules for the SMG. Due to it's slightly larger size it may take all normal underbarrel weapons.


Grenades:

Always a mainstay of the pedestrian and duellist alike, and with so much variety to choose from, getting the one you need is a battle in itself!
Well, this is one battle that's just going to be getting harder, for we have many, many new options for you to pick from, and it's just going to get worse...

RAM Grenades:
Grenades are fun, and very versatile too, with the amount of ammunition options and launchers available. But they can lack a little oomph sometimes, especially when trying to hit a moving target at any range.
If you suffer from this problem, then you need our new Rocket Assisted Motor Grenades. Sure, they're a little bit heavier and cost a bit more, but we feel the additional range and speed of these grenades will soon make you forget that, and soon you'll be appreciating grenades all over again!
RAM grenades come on all normal flavours of grenade except that they cannot be thrown or be used as rifle grenades. They cost +$100 per grenade, and hand weapon grenades weigh 2 lbs., while vehicular grenades weigh 6 lbs. The AGL may use RAM grenades at a total cost of +$105 and they weigh 7 lbs. (this takes into account the AGL modifiers as well).
RAM grenades are solely direct fire weapons, they cannot be used for indirect fire at all. They have a greater range of 100" (or 400" for the AGL). Their greatest benefit is that they now do not spend any time in flight, unlike a normal grenade. The hit the same phase that they are fired. If they miss, they are treated like any other missed shot, and do not use the normal grenade scatter rules.
They come with impact fuses as standard, and may not use timers. RAM grenades may not be mixed with normal grenades, but may be mixed with various types of RAM grenade.

The grenade itself is fired like a normal grenade, but once it clears the launchers barrel, small stabilising fins pop out of the grenade and a motor fires up with propels the grenade at a much greater speed than normal.

Shotgun Grenade:
The shotgun grenade is basically a much enlarged version of the buck or birdshot shotgun shells. Instead of having an explosive payload, the grenade is filled with pellets that explode out of the launcher as soon as it is fired. This does mean that the range is severely reduced, but at close range this can do some serious damage.

Available in Buckshot or Birdshot varieties.
Shotgun Grenades: When this type of grenade is fired, there is no time delay for the target to be hit. The rounds have a maximum range of 8", and from ranges 6" onwards, the to-hit roll is increased by 2, making it harder to hit. These grenades may not be used for indirect fire nor may they be thrown.
Buckshot grenade: CPS $25, TH 6, 1d2+1 damage
Birdshot grenade: CPS $25, TH 5, 1d2 damage

Solid Slug Grenade:
A very specialised grenade that is simply a solid slug of metal. This makes it a very good amour peircer and can be used quite happily as a ped killer too.
Solid Slug Grenades: $20, TH 7, 1d+2 damage. May only fired directly and may not be thrown. Well they can, but they'd be pretty useless. They have no burst radius.

Smoke Streamer Grenade:
You want smoke, and you want it in a line, something previously only available for vehicular launchers. Well, now you can, and your obsurement just got a lot better!
CPS $65. Creates a 1/2" by 2" smoke cloud, exactly as per a gas streamer weapon. The ammo may be made paint, tear gas or hot at normal prices.


Pedestrians