Shadowrun: Hong Kong weapons

This page lists all weapons in Shadowrun: Hong Kong.

Smartlink versions of ranged weapons (price is in parenthesis, when available) have increased accuracy, but require that the user have a Datajack and they typically require a higher Ranged Combat skill.

Pistols

 * Pistols are most accurate at medium ranges.
 * Pistol skill 4 reduces reloading to 0 AP.
 * Revolvers can't use the Double Tap or Chainshot abilities.

SMGs

 * Submachine guns are most accurate at medium ranges.
 * Unlike other guns, SMGs fire two shots per attack. Each has its own hit and crit/weak chance. The damage listed is for a single shot.

Shotguns

 * Shotguns are most accurate at short ranges.
 * Shotguns have a chance to hit adjacent targets.

(Assault) Rifles

 * Assault Rifles are most accurate at longer ranges.

Sniper Rifles

 * Sniper Rifles are most accurate at long range (longer than Assault Rifles).
 * Sniper Rifles hit harder than Assault Rifles, but they have a small magazine capacity and do not have burst fire.


 * The Ruger 100-S requires Ranged Combat 3, while the smartlink version of the same weapon requires Ranged Combat 4. This is possibly a bug, as no other smartlinked weapon has such increased requirements.

Machine Guns

 * Machine Guns can fire in burst or full auto mode and have large ammo capacities.
 * Machine Guns use the Rifle specialization.
 * Due to their weight, most Machine Guns have a minimum Strength requirement.

Assault Cannons

 * Assault Cannons use the Rifle specialization.
 * Due to their weight, most Assault Cannons have a minimum Strength requirement.
 * Available in the Hong Kong Bonus Campaign.

Tasers

 * Tasers use the Ranged Combat skill, but do not benefit from any specific specialization, despite being sized as pistols.

Explosive Launchers

 * Explosive Launchers fire mini-grenades that do AOE damage but have limited ammo capacities and slow reload times.
 * Explosive Launchers use the Ranged Combat skill, but do not benefit from any specific specialization.

Unarmed

 * Unarmed attacks use the character's Strength for the base damage (i.e., 3 Strength = 3 damage).

Melee

 * Most of the swords reduce the target's AP on a critical hit.

Cyberweapons
See Cyberware.

Throwing Weapons

 * Hits from throwing weapons will flush targets from cover.