<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://adragon202.no-ip.org/Shadowrun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DenizenKane</id>
	<title>Shadowrun Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://adragon202.no-ip.org/Shadowrun/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DenizenKane"/>
	<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php/Special:Contributions/DenizenKane"/>
	<updated>2026-05-21T18:50:06Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.5</generator>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Firearm_Accessories&amp;diff=2849</id>
		<title>SR5:Firearm Accessories</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Firearm_Accessories&amp;diff=2849"/>
		<updated>2017-09-07T14:01:42Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:40%&amp;quot;&lt;br /&gt;
|+MODIFYING WEAPONS&lt;br /&gt;
|&lt;br /&gt;
Each accessory in this section is classified as an “accessory” or a “modification.” An accessory can be installed with little difficulty by pretty much anyone onto the top, bottom, or side slots. Just buy it, snap it on one of your available mounts, and you’re off and running. Note, though, that these accessories cannot be snapped on and off in a short amount of time (unless you have a slide mount, p. 52). Assume swapping them on and off takes at least five minutes while sitting still, making it impractical to do while in the middle of a firefight.&lt;br /&gt;
&lt;br /&gt;
In case it needs to be said, you can’t install the same modification or accessory twice and expect to double the benefits. If you really want to, you can install the same modification in two different spots, but you’ll only get the benefit once, so you’ll be wasting a slot. You also can only have one modification per slot. Some types of weapons have further limitations—for example, light pistols can only take top and barrel-mounted accessories, while hold-outs can’t take accessories at all.&lt;br /&gt;
&lt;br /&gt;
If you add an accessory to the stock, barrel, or internal slots, or add a modification, a little more work is needed. Here’s what to do.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
1) Make sure you know what to do. Make a [Type of Weapon Knowledge skill] + Logic (4) [Mental] Test to see if you know how to make the necessary modification. If you want a little help on the test, you can search for plans that might provide guidance. This can be a Matrix Search (Computer + Intuition [Data Processing]) with a threshold based on the availability of the modification (see Matrix Search, p. 241, SR5). Restricted mods should have a threshold of at least 3, and forbidden items should have a threshold of at least 6. Players can also ask their contacts for plans; use the basic legwork rules (p. 387, SR5) to discover if the contact knows what to do and is willing to share it with the player’s character. If you are able to find plans, add 6 dice to your test to see if you know how to make the modification.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
2) Prepare the proper tools. Unless otherwise noted, a kit is sufficient to attach accessories to the top, underneath, or side slots, while a shop is needed for internal, barrel, or stock modifications.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
3) Roll the test. For weapons modifications, this is generally going to be an Armorer + Logic [Mental] Extended Test, with thresholds and intervals determined using the guidelines on p. 48, SR5.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most firearm accessories must be attached to a particular mount—top, barrel, underbarrel. Each mount can only hold one accessory at a time.&lt;br /&gt;
&lt;br /&gt;
Got a gun? Great. Is it just like it was when you bought it, the same model any schmuck can buy in their neighborhood Lock ‘n’ Load? Then you’re doing it wrong. You’re not some ordinary, off-the-shelf person, right? You’ve got your own skills and characteristics, the things that make you different from anyone else, the things that give you your edge. Your character’s weapon should reflect that—it should have qualities that accentuate your strong points and mitigate your weaknesses.&lt;br /&gt;
&lt;br /&gt;
Let’s start with the basics of how you’re going to add stuff to your weapon. When you want to add something to your weapon, it’s going to go into one of six places. 1) One top of the weapon; 2) Underneath the barrel of a weapon; 3) On the side of a weapon; 4) Internal to the weapon, meaning it is built into the weapon and integral to its systems; 5) Replacing or adding to the barrel; 6) Replacing or adding to the stock.&lt;br /&gt;
&lt;br /&gt;
Some accessories are easy to add—a snap-on part here, a screw there, and boom, it’s done. Other parts are a little more complicated and should only be put on by someone who knows what they are doing.&lt;br /&gt;
&lt;br /&gt;
Given that you want to do something to modify your weapon—because we just told you that you do—we should talk about what you might do to your weapon. So here are the mods, and what you need to know to get them in place.&lt;br /&gt;
&lt;br /&gt;
==Airburst Link==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=6R|Cost=600&lt;br /&gt;
|Description=This grenade/rocket launcher smartgun accessory uses a “smart” rangefinder to air-burst the explosive projectile at a point deemed to be both a safe distance from the launcher and within the closest possible proximity to the target. An airburst link reduces the scatter distance for a launched grenade by two meters per net hit instead of by one meter per hit (Determine Scatter, p. 182) when you use the wireless link trigger. An airburst link requires wireless functionality to function at all. Both the grenades and the launcher must have wireless mode turned on.&lt;br /&gt;
|Special=;Wireless: Detonate Grenade/Rocket Remotely&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Bipod==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Under|Availability=2|Cost=200&lt;br /&gt;
|Description=This two-legged brace extends downward from the weapon, allowing it to be fired low to the ground with the user in a prone or sitting position. A bipod can be attached to the underbarrel mount of a weapon and provides 2 points of Recoil Compensation when properly deployed. Attaching a bipod takes one minute. Folding up or deploying a bipod is a Simple Action. Removing it is a Complex Action.&lt;br /&gt;
|Special=;Attach Bipod:One Minute&lt;br /&gt;
;Fold/Deploy Bipod:Simple Action&lt;br /&gt;
;Remove Bipod:Complex Action&lt;br /&gt;
;Wireless: Folding up or deploying the bipod is a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Concealable Holster==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=2|Cost=150&lt;br /&gt;
|Description=This small holster can be worn on the ankle, clipped to the forearm, in the small of the back, or anywhere else it’s unlikely to be seen. The concealable holster adds –1 to the item’s Concealability (p. 419). Only pistols and tasers fit in a Concealable Holster.&lt;br /&gt;
|Special=;Wireless: Wireless sensors and a smart-fabric coated weave allow the holster to alter color and texture in real time adding an additional –1 to the item’s Concealability.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gas-Vent System (Rating 1-3)==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Barrel|Availability=(Rating x 3)R|Cost=Rating x 200&lt;br /&gt;
|Description=Gas-vent recoil compensation systems are barrel-mounted accessories that vent a weapon’s barrel gases at a specific vector to counter muzzle climb. Once installed, a gas-vent cannot be removed. Gas-vent systems provide a number of points of Recoil Compensation equal to their rating.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Gyro Mount==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Under|Availability=7|Cost=1,400&lt;br /&gt;
|Description=This heavy upper-body harness features an attached, articulated, motorized gyro-stabilized arm that mounts an assault rifle or a heavy weapon. The system neutralizes up to 6 points of recoil and movement modifiers. Attaching or removing a weapon from the mount takes a Simple Action. Putting on a gyro-mount harness takes about five minutes, while the quick-release allows you to get out of it with a Complex Action.&lt;br /&gt;
|Special=;Attach/Remove Weapon:Simple Action&lt;br /&gt;
;Put On Gyro-Mount:5 Minutes&lt;br /&gt;
;Remove Gyro-Mount:Complex Action&lt;br /&gt;
;Wireless: Activating the harness’s quick-release with a wireless signal to exit the harness is a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hidden Arm Slide==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=4R|Cost=350&lt;br /&gt;
|Description=Attached to the forearm and worn under clothing, this slide can accommodate a pistol-sized weapon. It can fit a hold-out, light pistol, or taser. With a hand gesture, the slide releases the weapon/object right into your hand. If you quick draw the weapon in this slide, the threshold for the quick draw is 2. It also gives the weapon a –1 Concealability modifier.&lt;br /&gt;
|Special=;Wireless: You can ready the weapon in the slide as a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Imaging Scope==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Top|Availability=2|Cost=300&lt;br /&gt;
|Description=These classic scopes are attached to the top mount; attaching or removing them takes only a Simple Action. Imaging scopes include a micro camera and vision magnification, and they have a Capacity of 3 to hold vision enhancements (p. 444).&lt;br /&gt;
|Special=;Attach/Remove:Simple Action&lt;br /&gt;
;Vision Enhancements:Capacity 3&lt;br /&gt;
;Wireless: The scope’s “line of sight” can be shared, allowing you to share what your scope sees with your team (and yourself if you’re using it to look around a corner).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Laser Sight==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Top or Under|Availability=2|Cost=125&lt;br /&gt;
|Description=This device uses a laser beam to project a visible dot (in your choice of colors) on the target. This increases the weapon’s Accuracy by 1, which is not cumulative with smartlink modifiers. The laser sight can be attached to either the underbarrel mount or top mount. Activating or deactivating a laser sight is a Simple Action.&lt;br /&gt;
|Special=;Activate/Deactivate:Simple Action&lt;br /&gt;
;Wireless: The wireless laser sight provides a +1 dice pool bonus on attack tests, not cumulative with smartlink modifiers. Activating and deactivating the laser sight is a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Periscope==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Top|Availability=3|Cost=70&lt;br /&gt;
|Description=This adjustable “off-axis” viewer attaches to a top mount and allows an operator to target a weapon around corners, reducing the usual –3 dice pool penalty to –2. A periscope can be upgraded with any of the vision enhancements noted on p. 444.&lt;br /&gt;
|Special=;Wireless: The dice pool penalty for shooting around corners is reduced to –1.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Quick-Draw Holster==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=4|Cost=175&lt;br /&gt;
|Description=This easy access holster can hold any weapon of Machine Pistol or smaller size. It reduces the threshold for quick-drawing the holstered weapon by 1 (see Quick Draw, p. 165).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shock Pad==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=2|Cost=50&lt;br /&gt;
|Description=A shock-absorbing pad is situated on the rigid stock of a rifle, shotgun, or heavy weapon, and provides 1 point of recoil compensation.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Silencer/Suppressor==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Barrel|Availability=9F|Cost=500&lt;br /&gt;
|Description=This barrel-mounted accessory reduces the sound and flash of a weapon’s discharge. It cannot be used with revolvers or shotguns. It applies a –4 dice pool modifier on all Perception Tests to notice the weapon’s use or locate the weapon’s firer. Attaching or removing a silencer takes a Complex Action.&lt;br /&gt;
|Special=;Wireless: The silencer/suppressor features a Rating 2 microphone with Rating 2 Select Sound Filter and simple software that alerts you via AR if your silencer detects the sound of someone nearby reacting to the sound of the silenced weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smart Firing Platform==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!PILOT!!TARGETING AUTOSOFT!!RC!!INIT!&lt;br /&gt;
|-&lt;br /&gt;
|3||3||5||6+4D6|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Under|Availability=12F|Cost=2,500&lt;br /&gt;
|Description=This is a non-mobile robotic tripod equipped with a remote control pivot that allows for a 180-degree firing arc and a 60-degree inclination. You can mount one smartgun-equipped weapon to the platform, and it will be fired by the device’s onboard Pilot (Device Rating 3). The platform is equipped with a Targeting Autosoft (Rating 3) and can be upgraded with additional autosofts, usually a Clearsight program. You need to set the parameters of who exactly the platform should and shouldn’t shoot at, which are followed by the platform’s pilot (Pilot Programs, p. 269). The platform provides 5 points of Recoil Compensation. It has an Initiative attribute of Pilot x 2 and 4D6 Initiative Dice when acting autonomously (see Drone Initiative, p. 270).&lt;br /&gt;
|Special=;Wireless: You can fire the mounted weapon remotely (Control Device, p. 238), like a drone with no rigger interface. You can use an implanted smartlink with the smartgun if you’re in VR.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Smartgun System==&lt;br /&gt;
===Smartgun System, Internal===&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=(+2)R|Cost=(Weapon Cost) x 2&lt;br /&gt;
}}&lt;br /&gt;
===Smartgun System, External===&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Top or Under|Availability=4R|Cost=200&lt;br /&gt;
|Description=This connects a firearm or a projectile weapon directly to the user’s smartlink. Incorporating a small camera and laser range finder, the smartlink keeps track of ammunition, heat buildup, and material stress. If you have a smartlink, you can mentally switch between gun modes, eject a clip, and fire the gun without pulling the trigger. The camera lets you shoot around corners without exposing yourself to return fire (at a –3 dice pool penalty). The system makes use of advanced calculation software, allowing for precisely calculated trajectories and high precision over any distance.&lt;br /&gt;
If you’re using a smartlink, the smartgun system increases the gun’s Accuracy by 2. The smartgun features are accessed either by universal access port cable to an imaging device (like glasses, goggles, or a datajack for someone with cybereyes) or by a wireless connection working in concert with direct neural interface.&lt;br /&gt;
Retrofitting a firearm with an internal smartgun system doubles the weapon’s price and adds 2 to its Availability. An external smartgun system can be attached to the top mount or underbarrel mount with an Armorer + Logic (4, 1 hour) Extended Test. The small camera has a capacity of 1 and can be equipped with vision enhancements (p. 444).&lt;br /&gt;
|Special=;Attach to Gun:Armor + Logic (4, 1 Hour) Extended Test&lt;br /&gt;
;Vision Enhancements:Capacity 1&lt;br /&gt;
;Wireless:A wireless smartlink provides a dice pool bonus to all attacks with the weapon: +1 if you’re using gear with a smartlink or +2 if you’re using an augmentation for which you paid Essence. Ejecting a clip and changing fire modes are Free Actions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Spare Clip==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=4|Cost=5&lt;br /&gt;
|Description=A spare clip comes unloaded but can hold the maximum rounds for the weapon. Each clip is specific to the weapon you buy it for, but they all cost the same. And yes, it’s technically a detachable box magazine, but the Cityspeak word for it is so popular these days that even the catalogs call them clips.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Speed Loader==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Availability=2|Cost=25&lt;br /&gt;
|Description=The speed loader is a simple device that holds a ring of bullets for fast insertion into a revolver’s cylinder. Each speed loader is specific to the weapon it was designed for. It lets you fully reload a revolver as a Complex Action instead of having to load rounds one at a time (Reloading Weapons table, p. 163).&lt;br /&gt;
|Special=;Fully Reload Revolver:Complex Action&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tripod==&lt;br /&gt;
{{SR5:Weapon Accessory&lt;br /&gt;
|Mount=Under|Availability=4|Cost=500&lt;br /&gt;
|Description=The tripod provides a stable base to fire a weapon low to the ground with the user kneeling or sitting. A tripod can be attached to the underbarrel mount and provides 6 points of Recoil Compensation when properly deployed. Attaching a tripod takes one minute. Folding up or deploying the bipod is a Free Action.&lt;br /&gt;
|Special=;Attach/:One Minute&lt;br /&gt;
:Fold/Deploy:Free Action&lt;br /&gt;
;Wireless:Folding up, deploying, or removing the tripod is a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Advanced Safety System==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Advanced Safety System&lt;br /&gt;
|Availability=4|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=It’s always good to make sure your weapon only goes off when you want it to. The advance safety system works along with your smartlink (meaning that you need a smartlink to have one of these) to make sure only an authorized user fires the gun. There are a few ways to pull this off—one is to have biometric scanners in the grip or butt of the weapon, or the system can scan for an authorized RFID tag or PAN within 1 meter of the weapon. (This works similarly to a maglock card reader, system, p. 363, SR5.) If the authorized user(s) is present or holding the gun, it’ll be ready to fire. If not, no dice. These systems have a default Device Rating of 3.&lt;br /&gt;
&lt;br /&gt;
The basic system keeps unauthorized users from firing the gun, but you can put on a few extras to make things a little more interesting for people trying to mess with your stuff. &lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Safety System, Immobilization===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The immobilizer locks everything up so that it will take more than a biometric scan to get it going again; instead, you need an Armorer took kit and an Armorer + Logic (12, 5 minutes) Extended Test to get it working again. &lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Safety System, Self Destruct===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Self destruct bricks the thing but good, damaging the internals beyond repair.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Safety System, Explosive Self Destruct===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Availability=11F|Cost=400&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Explosive self destruct is the next step up, blowing the weapon up with 14P(f) damage (AP –5 for the person holding the weapon, +4 for anyone else) and a –2/m blast radius.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Advanced Safety System, Electro Shocker===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Availability=6R|Cost=350&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Electro shocker delivers 5S(e) damage to the miscreant using your weapon; it can go off three times before it needs to be recharged. You can only have one extra deterrent as part of your safety system. The system, whether it’s the basic one or a fancier version, can only go in the internal slot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bayonet==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under&lt;br /&gt;
|Availability=4R|Cost=50&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Some people think the bayonet charge became obsolete around the time of the Amer ican Civil War. Some people are not creative enough. A blade on the end of your firearm means more options, and in the shadows, this can be a very good thing to have. Bayonets can be fixed to the top or underneath slots of rifle-sized or larger weapons (though honestly, fixing one on top of your HMG is not going to be terribly useful). When attached on a weapon, it has Reach 2, DV (STR +1)P, and AP –1; it has the same stats when detached, only its Reach is 0. In either case, use the Blades skill when attacking with it.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Quick-Draw Holster==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Availability=6|Cost=275&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=What more do you want a holster to do? You get to reduce the Concealability modifier of your weapon by 1 while the threshold to quick-draw a holstered weapon drops by 1. It won’t fire the thing for you, though, so buckle down and do it yourself. The holster does not take any slots in your weapon. Please excuse our compulsion to point out fairly obvious stuff like that.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Extreme Environment Modification==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Extreme Environment Modification&lt;br /&gt;
|Availability=8|Cost=1,500|CostNote=* Level&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=When you need to keep the cold from freezing the lubricants in your machinery, or when you want to keep sand from getting in every nook and cranny and gumming up the works, this is what you need. This won’t make a weapon work in a place where the basic laws of physics say it won’t function—your flamethrower’s not going to work underwater, no matter how much you tinker with it.&lt;br /&gt;
&lt;br /&gt;
There are different levels for this upgrade: &lt;br /&gt;
Level 1 allows for normal use in polar or desert climates; Level 2 allows for use in all extreme environments. When used in normal atmospheric conditions or underwater, weapons with the Level 2 modification have all range levels cut in half. They also need to be serviced after every 100 rounds fired. This takes 500 nuyen worth of materials and requires an Armorer + Logic (12, 1 hour) [Mental] Extended Test. This modification does not take up any slots in the weapon and requires a tool shop to install.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Flashlight==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under&lt;br /&gt;
|Availability=2|Cost=50&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Because, well, light helps you see. This light is designed to point where your gun is without being obvious; a recessed light source makes it tough for outside observers to see exactly where the light is coming from. Unless you’re directly in its path, in which case you see it to well. If the light’s shining right at you and it’s the type of light that would normally help you, then you get a Weak Glare modifier (p. 175, SR5). There are three kinds of flashlights. Standard flashlights provide Partial Light; &lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Flashlight, Low Light===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under&lt;br /&gt;
|Availability=4|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=low-light flashlights uses a soft red light to help people with low-light vision, moving them up one row on the Environmental Modifiers chart (p. 175, SR5); it is useless to characters without low-light vision. &lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Flashlight, Infrared===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Flashlight, Infrared&lt;br /&gt;
Mount=Top or Under&lt;br /&gt;
|Availability=6|Cost=400&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Infrared flashlights work similar to lowlight flashlights, only for characters with infrared vision instead of those with low-light vision. They move the modifier one row up the chart, and they do nothing for people without infravision.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Folding Stock==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock&lt;br /&gt;
|Availability=2|Cost=30&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a stock. That folds into the weapon. Got it? It provides 1 point of re coil compensation—but only, of course when it is out and braced against the user’s shoulder. It must be installed in the stock slot and requires a Simple Action to move in or out; there is a motorized version that makes folding and unfolding it a Free Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Foregrip==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Foregrip&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Availability=2|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a handle you put on in the front of the weapon to give you a sturdier grip. It can be mounted on the barrel or underneath slots, and it cannot be used on Pistols and Hold-outs. It provides 1 point of Recoil Compensation and adds 1 to the Concealability of the weapon to which it’s attached.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gecko Grip==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Gecko Grip&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Have trouble holding on to your gun? Then maybe you shouldn’t have one. But if that’s not an option, then try gecko grip, which makes your piece stick in your hand like, well, a gecko hanging on a wall. This gives your grip a bunch of tiny fibers that are awfully clingy to just about anything. The fibers can be turned on and off via wireless command if you have a smartgun—if not, pressing two buttons at the same time does the trick. The mod gives a +6 bonus on any tests to see if a character keeps grip on the gun. This can go on any weapon with a grip, whether they have a stock slot or not; if they have a stock slot, this takes it up.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Guncam==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal&lt;br /&gt;
|Availability=4|Cost=350&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The device that launched a thousand stupid-ass MeFeed videos. Whatever the gun is pointing at, it records. Yeah, you don’t always want a record of what you’re about to shoot, but sometimes that footage is invaluable—whether you need to show Mr. Johnson what you managed to pull off, review footage to help you plan your next move, or doctor what you filmed to make you look good, the video you film has plenty of possible uses. Its Device Rating fills in for any necessary stats. Guncams can be installed in the Top, Underneath, Barrel, Side, or Internal slots.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hip Pad Bracing System==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock&lt;br /&gt;
|Availability=4|Cost=250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Some weapons are, quite simply, a huge load. This system allows you to move some of the weight of the weapon to your hip, distributing the weight more and letting you brace it better. The end result is that the user gets 1 point of recoil compensation. It uses the stock slot.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Improved Range Finder==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any&lt;br /&gt;
|Availability=6|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Laser range finders are standard equipment on smartlinks, but if you have the scratch you can make its range calculation functions even better. It combines three technologies microwave, laser, and radar—to give you an extremely accurate calculation of range. The effect of this is to reduce range modifiers by 1. This only can be used in weapons that have a smartlink; it can be positioned in any slot besides the one that has the smartlink. This bonus cannot be combined with any bonuses from image magnification on the weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Peak-Discharge Battery Packs==&lt;br /&gt;
For weapons that need a power source, this is it. It does not take up a slot; weapons that need it already have a spot for it. It charges at a rate of 1 power unit per 30 minutes. The number of power units used per shot is listed with each weapon.&lt;br /&gt;
&lt;br /&gt;
These packs come in three forms:&lt;br /&gt;
===Peak-Discharge Battery Packs, Power Clip===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Availability=14F|Cost=400&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=power clips, which hold 10 power units and fit into a weapon like a clip would; &lt;br /&gt;
&lt;br /&gt;
Many hundreds of hours have gone into testing and refining the makeup of these batteries to make it so they are not susceptible to explosions. So no, you can’t use one as an improvised explosive device.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Peak-Discharge Battery Packs, Satchel Power Pack===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Availability=16F|Cost=900&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=satchel power packs that hold 20 power units, are about the size of a canteen, and are usually attached to belts&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Peak-Discharge Battery Packs, Power Backpack===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Availability=20F|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=power backpacks, which hold 30 power units and are worn on the back, of all places. Satchels and backpacks are attached to weapons with a self-recoiling cord that requires a Simple Action to attach.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Safe Target System Base==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock&lt;br /&gt;
|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=The goal of this system is to avoid those situations where your mates are chewing you out for accidentally shooting them in the hoop. Using information about your teammates’ appearance and the electronics in their PAN, this system attempts to recognize when you are aiming at any spot within 1 meter of a friendly target. In these situations, the system locks the trigger, preventing you from firing. Once the friendly target isn’t at risk anymore, you can start firing again. Note that the system interprets risk broadly—if there is something between you and a friendly target, the system will lock you out, unless that “something” is an entire office building or Mt. Rushmore or something.&lt;br /&gt;
&lt;br /&gt;
The basic system can mark up to 10 RFID profiles (or GPS coordinates if you want to designate fixed locations as “safe”); for a few extra nuyen you can add more profiles. If you want a little more accuracy, allowing you to easily shoot the drekhead who stole your buddy’s commlink without difficulty, then upgrade to the image recognition  System. You’ll need a guncam or smartlink to use this function. The base image recognition allows you to enter up to 10 different visual profiles, which can be as broad as “anyone wearing the Ancients’ logo” or as narrow as precise scans of members of your team. As with the GPS/RFID system, you can spring for extra profiles if you need them.&lt;br /&gt;
&lt;br /&gt;
The safe target system can be mounted on any location besides the stock.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Safe Target System Base, Additional RFID or GPS Data===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock&lt;br /&gt;
|Availability=6|Cost=25|CostNote=per 10 data sets&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Safe Target System Base, Image Recognition Capabilities===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock&lt;br /&gt;
|Availability=8|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Safe Target System Base, Extra Image Profiles===&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock&lt;br /&gt;
|Availability=8|Cost=25|CostNote=per 10 profiles&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Slide Mount==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side&lt;br /&gt;
|Availability=4|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=By installing this on the top, underneath, or side slots, you can make it much easier to install and remove items in these locations. Items may be taken on or off using a Simple Action.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Sling==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Sling&lt;br /&gt;
|Cost=15&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=For Special Forces troops, this is a sturdy piece of mesh or canvas custom-fitted to the user and positioned on the weapon in a way to ensure it can be readied as quickly as possible. For guerilla warriors, this might be a piece of rope, and old belt, or anything else that can be rigged up to help them keep from dropping their weapon. No matter how complex or simple, the function is basic—it makes sure your weapon doesn’t fall to the ground when you’re running or diving from an explosion or in the middle of being shot or whatever. It may be shot out of your hands, but getting it ready again is a Simple Action. The sling does not take up any slots on a weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Tracker==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Tracker&lt;br /&gt;
|Availability=4|Cost=150&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is a customized RFID tag that combines the functions of security and stealth RFIDs, giving you the chance to track down your weapon if for some reason you don’t know where it is. Use the rules for RFID tags, p. 440, SR5; assume the tracker has the function of a security tag and a stealth tag. The tracker does not take up any slots in a weapon.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola Launcher==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Availability=8R|Cost=350&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Would your weapon be enhanced by the ability to throw out two balls connected by a thin rope that can entangle and trip up your opponent? If your answer is “no,” please go back and read the questions again. As the name indicates, this goes on the underneath slot, and it can only go on weapons rifle-sized or larger The launched bola works in the same way as a regular bola (p. 27) as thrown by someone with Strength 5. It uses Heavy Pistol ranges, and wielders fire it with the Exotic Ranged Weapon (Bola) skill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chainsaw==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Availability=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Very useful in case you need to chop wood for a campfire while out on a run, or cut some lumber to repair floorboards.&lt;br /&gt;
&lt;br /&gt;
Ha! Who are we kidding? This is there for those times when you might want to use a bayonet but would prefer something louder and messier. If you don’t know what times might require that, you haven’t been in the shadows long enough. Use the Exotic Melee Weapons (Chainsaw) skill for this; when used against a barrier, double its Damage Value. It can only be mounted on the underneath slot and must be used on rifle-sized weapons or larger. Sorry for killing your dreams of a chainsaw pistol.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Availability=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=We’ve known runners so fond of fire that they might mount one of these on an actual flamethrower. This can go on the underbarrel slot of a rifle-sized weapon. For rules covering flamethrower use, see p. 49.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Grapple Gun==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Availability=8R|Cost=600&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=It’s a grapple gun mounted on the underneath slot of a rifle-sized weapon or larger. No muss, no fuss. For grapple gun rules, see p. 449, SR5.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Availability=10F|Cost=3,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Give yourself the ability to lob grenades out there with your weapon. It can be mounted (say it with us now!) on the underneath slot of a rifle-sized weapon or larger. See p. 434, SR5, for more information on using grenade launchers.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Weight==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=It may be a crude way to reduce recoil, but it still works. By placing some weight in the underneath slot of a weapon, you prevent the kick from being as severe as it would be otherwise. This provides 1 point of recoil compensation when using the weapon in Full Auto mode.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Commlink==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Weapon Commlink&lt;br /&gt;
|Availability=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Once you get over the idea that using your commlink means touching it all the time, placing one in your weapon becomes a sensible move. Your weapon becomes the heart of your PAN. Many users like to use this with the weapon personality mod.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Weapon Personality==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=Weapon Personality&lt;br /&gt;
|Availability=8|Cost=250&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Does your gun need its own software complete with an artificial per sonality to provide information in a more chatty fashion instead of just providing numbers, crosshairs, and other similar data? Depends on how you function. If meta-to-meta interaction is how you prefer to get your information, you might want a weapon personality, which provides a metahuman-like interface so you can chat away. The guttural Neil the Ork Barbarian with its “scalped ‘em” grunt to tell you when you got a hit is especially popular.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ammo Skip System==&lt;br /&gt;
{{SR5:Weapon Accessory|Accessory=&lt;br /&gt;
|Mount=Under|&lt;br /&gt;
|Availability=8R|Cost=250|&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This modifcation is made specifcally for shooters who want to use multiple types of ammo and have them ready to fire at a moment’s notice. This mod can be applied to any weapon with a cylinder or drum magazine. As a Simple Action the system rotates the cylinder or drum to the chamber holding rounds of the wielder’s choice. &lt;br /&gt;
Wireless bonus: Switching between ammo types is a free action.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2848</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2848"/>
		<updated>2017-09-07T13:48:26Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2847</id>
		<title>SR5:Weapons:Heavy Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2847"/>
		<updated>2017-09-07T13:40:17Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Heavy pistols are powerful sidearms that are a good compromise between concealability and firepower. When you shoot a heavy pistol, you use the Pistols skill. Heavy pistols can take top- and barrel- mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Heavy Pistol&lt;br /&gt;
|0–5||6–20||21–40||41–60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SA|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Revolver barrel)&lt;br /&gt;
|Acc=5|DV=8P|AP=-1|Ammo=9(cy)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SS|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Shotgun barrel)&lt;br /&gt;
|Acc=5|DV=10P(f)|AP=+4|Ammo=1(b)&lt;br /&gt;
|Modes=SS|Source:SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Predator V==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ares Predator V.png&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=–1|Modes=SA|Ammo=15(c)&lt;br /&gt;
|Availability=5R|Cost=725&lt;br /&gt;
|Description=The newest iteration of the most popular handgun in the world, especially with mercenaries and shadowrunners. Upgraded with improved ergonomics and handling features, the Ares Predator V includes a smartgun system. Some say that the Ares Predator V isn’t better than other guns in its class, but no one can argue that it has better brand recognition.&lt;br /&gt;
|Special=;Modifiers:Smartgun&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Viper Silvergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9P(f)|AP=+4|Modes=SA/BF|Ammo=30(c)&lt;br /&gt;
|Availability=8F|Cost=380&lt;br /&gt;
|Description=The sleek Slivergun pairs the undeniably winning combo of burst-fire capability and built-in sound suppression (an integral silencer, p. 432) with its large magazine capacity. It fires metal slivers that count as flechette ammunition, which is factored into the weapon’s damage code.&lt;br /&gt;
|Special=;Modifiers:Integral Silencer&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Ultra-Power==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5(6)|DV=8P|AP=–1|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=4R|Cost=640&lt;br /&gt;
|Description=This venerable sidearm is the Ares Predator’s primary competition as the world’s toughest heavy pistol. It offers a built-in top-mounted laser sight and is slightly cheaper.&lt;br /&gt;
|Special=;Modifiers:'''TOP''':Integral Laser Sight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cavalier Deputy==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Cavalier Deputy.png&lt;br /&gt;
|Weapon=Cavalier Deputy&lt;br /&gt;
|Accuracy=6|DV=7P|AP=-1|Ammo=7(cy)|Availability=3R|Cost=225&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the return of Western aesthetics in fashion, the Deputy has become a choice for modern-day urban cowboys and gunslingers. Less punishing to the wrist and carrying a seven-chamber cylinder, this pistol is a choice competitor to the Ruger Super Warhawk.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Colt Government 2066==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=7P|AP=–1|Modes=SA|Ammo=14(c)&lt;br /&gt;
|Availability=7R|Cost=425&lt;br /&gt;
|Description=This government-issue weapon, styled after the legendary Colt M1911a1, uses an electrically induced spark to detonate the bullet’s propellants. The removal of most moving parts from the firing mechanism gives this weapon a reputation for being exceptionally reliable.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Onotari Arms Violator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Onotari Arms Violator.png&lt;br /&gt;
|Weapon=Onotari Arms Violator&lt;br /&gt;
|Accuracy=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Availability=7R|Cost=550&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades: Advanced safety system, internal smartgun, safe target system base&lt;br /&gt;
|Description=Constantly updated to take advantage of its reputation for using the latest integrated electronics and modern materials, this pistol has become the poster child on gun ranges everywhere as the latest for cutting-edge shootists. It comes with a smartlink, basic safe target system, and an advanced safety system (also basic), all updated constantly for a modest annual fee to Onotari Arms. A patented delayed-recoil operation, along with caseless ammunition to cut down on moving parts, help with making tight, double-tapped groups in targets.&lt;br /&gt;
|Jackpoint=*Tech geeks everywhere love this thing—on the other side of a fight, since it can do so much once you hack into it. If you’ve got one, make sure you protect it properly!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==PSK-3 Collapsible Heavy Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon PSK-3 Collapsible Heavy Pistol.png&lt;br /&gt;
|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Accuracy=4|DV=8P|AP=-1|Ammo=10(c)|Availability=16F|Cost=1,050&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed for the Russian UGB secret police in 2061, this pistol is able to fold up into a box barely larger than an old-style wallet when the clip is removed. Formerly a clandestine weapon made only for the UGB, information about it leaked to the public rather quickly and it became a popular choice for protection details and spy agencies around the world. Able to flip into combat mode with the press of a single button, it requires a custom silencer that must be bought separately for 700¥.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Savalette Guardian==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Savalette Guardian.png&lt;br /&gt;
|Weapon=Savalette Guardian&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Availability=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Special=;Standard upgrades:Smartlink&lt;br /&gt;
|Description=This heavily chromed street monster of a pistol has been popular in the shadows for over two decades. A heavy pistol with an integrated smartgun link, an internal micro-gyro recoil absorption system, and the option for burst firing, it’s a very reasonable weapon for an experienced owner who expects to be in heavy combat.&lt;br /&gt;
|Jackpoint=*A lot of private investigators and bodyguards who work in nasty places or with nasty people carry this. The micro-gyro system requires a lot of maintenance, but it’s worth it!&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Remington Roomsweeper==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Remington Roomsweeper.png&lt;br /&gt;
|Accuracy=4|DV=7P|AP=–1|Modes=SA|Ammo=8(m)&lt;br /&gt;
|Availability=6R|Cost=250&lt;br /&gt;
|Description=This is really more of a short-barreled shotgun than a pistol. When loaded with shot rounds (flechette) rather than solid slugs, it uses Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).&lt;br /&gt;
|Special=;Flechette Ammo:DV 9P(f), AP +4&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Warhawk==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=9P|AP=–2|Modes=SS|Ammo=6(cy)&lt;br /&gt;
|Availability=4R|Cost=400&lt;br /&gt;
|Description=This revolver is as loud as a jet liner and twice as shiny. It’s also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Future Frontier==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Future Frontier.png&lt;br /&gt;
|Accuracy=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Availability=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=This large-frame pistol harkens back to the days of the Wild West with its classic grip and stylistic elements. Combined with modern manufacturing techniques and metallurgy, the Future Frontier provides the discriminating shooter with the best of both worlds. A redesign of the spring mechanism allows for ease of maintenance and replacement by certified personnel, while the enlarged cylinder handles a number of nostalgic calibers and propellant loads. This is a thorough redesign of a pistol that helped expand a nation, providing yet another reason to Trust the Legend™.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Melee Hardening&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*What a load of drek. The primary suggested loads for this pistol are unjacketed compressed light-metal bullets. Who uses those things?&lt;br /&gt;
**Bull&lt;br /&gt;
*The Wild West Reenactment Society switched to them for all competitions after the green movement managed to outlaw unjacketed lead at a number of their ranges.&lt;br /&gt;
**Glitch&lt;br /&gt;
*And who here is likely to use one of these, Glitch? I doubt anyone even considers this a decent home-defense piece.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*Perhaps not, but I had a client who kept a pair of these loaded in a wall display. They came in handy when the assassin brought his assault team friends to the house with him. They made big enough holes in the window for the client to get out while the assailants were trying to figure out what was going on. Having a weapon hiding in plain sight is not a bad idea.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Manhunter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=|DV=8P|AP=–1|Modes=SA|Ammo=16(c)|Availability=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Falling a distant third place between the constant advertising battle between the Savalette Guardian and the Ares Predator V, Colt has taken a different track with the latest iteration of the Manhunter. Removingt the smartlink and the associated features like electronic safety and clip ejection, and shifting everything back to traditional mechanical mechanisms with the exception of a holographic sight (p. 181). The worst a hacker can do is make you slightly less accurate with this gun and that appeals to a lot of the less technologically minded consumers. While production numbers are currently significantly smaller than its competitors, it is still readily available and a common sight on the streets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lemat 2072==&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Revolver barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=8P|AP=-1|Modes=SS|Ammo=9(cy)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Shotgun barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=10P(f)|AP=+4|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=This surprising offering from Krupp Arms is a throwback to the rare pistol used in the Confederacy during the Civil War. This pistol uses a double-barrel design with the cylinder rotating around a large central chamber that holds a single 20-gauge shotgun shell (most commonly loaded with a ﬂechette round). A bit large for human hands with a strong kick, it fits well in larger metahuman hands. This design combined with the Kriegfaust has some speculating that Krupp may be trying to compete with Krime for the metahuman weapons market. Switching the firing mode to fire the central shotgun chamber requires a Simple Action. This function is controlled by the custom-built ammo skip system included with this model. &lt;br /&gt;
&lt;br /&gt;
Wireless bonus: Switching the fire mode becomes a Free Action.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2846</id>
		<title>SR5:Weapons:Heavy Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2846"/>
		<updated>2017-09-07T13:38:41Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Heavy pistols are powerful sidearms that are a good compromise between concealability and firepower. When you shoot a heavy pistol, you use the Pistols skill. Heavy pistols can take top- and barrel- mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Heavy Pistol&lt;br /&gt;
|0–5||6–20||21–40||41–60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Revolver barrel)&lt;br /&gt;
|Acc=5|DV=8P|AP=-1|Ammo=9(cy)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SS&lt;br /&gt;
|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Shotgun barrel)&lt;br /&gt;
|Acc=5|DV=10P(f)|AP=+4|Ammo=1(b)&lt;br /&gt;
|Modes=SS&lt;br /&gt;
|Source:SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Predator V==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ares Predator V.png&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=–1|Modes=SA|Ammo=15(c)&lt;br /&gt;
|Availability=5R|Cost=725&lt;br /&gt;
|Description=The newest iteration of the most popular handgun in the world, especially with mercenaries and shadowrunners. Upgraded with improved ergonomics and handling features, the Ares Predator V includes a smartgun system. Some say that the Ares Predator V isn’t better than other guns in its class, but no one can argue that it has better brand recognition.&lt;br /&gt;
|Special=;Modifiers:Smartgun&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Viper Silvergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9P(f)|AP=+4|Modes=SA/BF|Ammo=30(c)&lt;br /&gt;
|Availability=8F|Cost=380&lt;br /&gt;
|Description=The sleek Slivergun pairs the undeniably winning combo of burst-fire capability and built-in sound suppression (an integral silencer, p. 432) with its large magazine capacity. It fires metal slivers that count as flechette ammunition, which is factored into the weapon’s damage code.&lt;br /&gt;
|Special=;Modifiers:Integral Silencer&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Ultra-Power==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5(6)|DV=8P|AP=–1|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=4R|Cost=640&lt;br /&gt;
|Description=This venerable sidearm is the Ares Predator’s primary competition as the world’s toughest heavy pistol. It offers a built-in top-mounted laser sight and is slightly cheaper.&lt;br /&gt;
|Special=;Modifiers:'''TOP''':Integral Laser Sight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cavalier Deputy==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Cavalier Deputy.png&lt;br /&gt;
|Weapon=Cavalier Deputy&lt;br /&gt;
|Accuracy=6|DV=7P|AP=-1|Ammo=7(cy)|Availability=3R|Cost=225&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the return of Western aesthetics in fashion, the Deputy has become a choice for modern-day urban cowboys and gunslingers. Less punishing to the wrist and carrying a seven-chamber cylinder, this pistol is a choice competitor to the Ruger Super Warhawk.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Colt Government 2066==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=7P|AP=–1|Modes=SA|Ammo=14(c)&lt;br /&gt;
|Availability=7R|Cost=425&lt;br /&gt;
|Description=This government-issue weapon, styled after the legendary Colt M1911a1, uses an electrically induced spark to detonate the bullet’s propellants. The removal of most moving parts from the firing mechanism gives this weapon a reputation for being exceptionally reliable.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Onotari Arms Violator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Onotari Arms Violator.png&lt;br /&gt;
|Weapon=Onotari Arms Violator&lt;br /&gt;
|Accuracy=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Availability=7R|Cost=550&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades: Advanced safety system, internal smartgun, safe target system base&lt;br /&gt;
|Description=Constantly updated to take advantage of its reputation for using the latest integrated electronics and modern materials, this pistol has become the poster child on gun ranges everywhere as the latest for cutting-edge shootists. It comes with a smartlink, basic safe target system, and an advanced safety system (also basic), all updated constantly for a modest annual fee to Onotari Arms. A patented delayed-recoil operation, along with caseless ammunition to cut down on moving parts, help with making tight, double-tapped groups in targets.&lt;br /&gt;
|Jackpoint=*Tech geeks everywhere love this thing—on the other side of a fight, since it can do so much once you hack into it. If you’ve got one, make sure you protect it properly!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==PSK-3 Collapsible Heavy Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon PSK-3 Collapsible Heavy Pistol.png&lt;br /&gt;
|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Accuracy=4|DV=8P|AP=-1|Ammo=10(c)|Availability=16F|Cost=1,050&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed for the Russian UGB secret police in 2061, this pistol is able to fold up into a box barely larger than an old-style wallet when the clip is removed. Formerly a clandestine weapon made only for the UGB, information about it leaked to the public rather quickly and it became a popular choice for protection details and spy agencies around the world. Able to flip into combat mode with the press of a single button, it requires a custom silencer that must be bought separately for 700¥.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Savalette Guardian==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Savalette Guardian.png&lt;br /&gt;
|Weapon=Savalette Guardian&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Availability=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Special=;Standard upgrades:Smartlink&lt;br /&gt;
|Description=This heavily chromed street monster of a pistol has been popular in the shadows for over two decades. A heavy pistol with an integrated smartgun link, an internal micro-gyro recoil absorption system, and the option for burst firing, it’s a very reasonable weapon for an experienced owner who expects to be in heavy combat.&lt;br /&gt;
|Jackpoint=*A lot of private investigators and bodyguards who work in nasty places or with nasty people carry this. The micro-gyro system requires a lot of maintenance, but it’s worth it!&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Remington Roomsweeper==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Remington Roomsweeper.png&lt;br /&gt;
|Accuracy=4|DV=7P|AP=–1|Modes=SA|Ammo=8(m)&lt;br /&gt;
|Availability=6R|Cost=250&lt;br /&gt;
|Description=This is really more of a short-barreled shotgun than a pistol. When loaded with shot rounds (flechette) rather than solid slugs, it uses Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).&lt;br /&gt;
|Special=;Flechette Ammo:DV 9P(f), AP +4&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Warhawk==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=9P|AP=–2|Modes=SS|Ammo=6(cy)&lt;br /&gt;
|Availability=4R|Cost=400&lt;br /&gt;
|Description=This revolver is as loud as a jet liner and twice as shiny. It’s also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Future Frontier==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Future Frontier.png&lt;br /&gt;
|Accuracy=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Availability=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=This large-frame pistol harkens back to the days of the Wild West with its classic grip and stylistic elements. Combined with modern manufacturing techniques and metallurgy, the Future Frontier provides the discriminating shooter with the best of both worlds. A redesign of the spring mechanism allows for ease of maintenance and replacement by certified personnel, while the enlarged cylinder handles a number of nostalgic calibers and propellant loads. This is a thorough redesign of a pistol that helped expand a nation, providing yet another reason to Trust the Legend™.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Melee Hardening&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*What a load of drek. The primary suggested loads for this pistol are unjacketed compressed light-metal bullets. Who uses those things?&lt;br /&gt;
**Bull&lt;br /&gt;
*The Wild West Reenactment Society switched to them for all competitions after the green movement managed to outlaw unjacketed lead at a number of their ranges.&lt;br /&gt;
**Glitch&lt;br /&gt;
*And who here is likely to use one of these, Glitch? I doubt anyone even considers this a decent home-defense piece.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*Perhaps not, but I had a client who kept a pair of these loaded in a wall display. They came in handy when the assassin brought his assault team friends to the house with him. They made big enough holes in the window for the client to get out while the assailants were trying to figure out what was going on. Having a weapon hiding in plain sight is not a bad idea.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Manhunter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=|DV=8P|AP=–1|Modes=SA|Ammo=16(c)|Availability=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Falling a distant third place between the constant advertising battle between the Savalette Guardian and the Ares Predator V, Colt has taken a different track with the latest iteration of the Manhunter. Removingt the smartlink and the associated features like electronic safety and clip ejection, and shifting everything back to traditional mechanical mechanisms with the exception of a holographic sight (p. 181). The worst a hacker can do is make you slightly less accurate with this gun and that appeals to a lot of the less technologically minded consumers. While production numbers are currently significantly smaller than its competitors, it is still readily available and a common sight on the streets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lemat 2072==&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Revolver barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=8P|AP=-1|Modes=SS|Ammo=9(cy)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Shotgun barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=10P(f)|AP=+4|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=This surprising offering from Krupp Arms is a throwback to the rare pistol used in the Confederacy during the Civil War. This pistol uses a double-barrel design with the cylinder rotating around a large central chamber that holds a single 20-gauge shotgun shell (most commonly loaded with a ﬂechette round). A bit large for human hands with a strong kick, it fits well in larger metahuman hands. This design combined with the Kriegfaust has some speculating that Krupp may be trying to compete with Krime for the metahuman weapons market. Switching the firing mode to fire the central shotgun chamber requires a Simple Action. This function is controlled by the custom-built ammo skip system included with this model. &lt;br /&gt;
&lt;br /&gt;
Wireless bonus: Switching the fire mode becomes a Free Action.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2845</id>
		<title>SR5:Weapons:Heavy Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2845"/>
		<updated>2017-09-07T13:37:20Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Heavy pistols are powerful sidearms that are a good compromise between concealability and firepower. When you shoot a heavy pistol, you use the Pistols skill. Heavy pistols can take top- and barrel- mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Heavy Pistol&lt;br /&gt;
|0–5||6–20||21–40||41–60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SA|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Revolver barrel)&lt;br /&gt;
|Acc=5|DV=8P|AP=-1|Ammo=9(cy)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SS|Source:SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Shotgun barrel)&lt;br /&gt;
|Acc=5|DV=10P(f)|AP=+4|Ammo=1(b)&lt;br /&gt;
|Modes=SS|Source:SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Predator V==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ares Predator V.png&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=–1|Modes=SA|Ammo=15(c)&lt;br /&gt;
|Availability=5R|Cost=725&lt;br /&gt;
|Description=The newest iteration of the most popular handgun in the world, especially with mercenaries and shadowrunners. Upgraded with improved ergonomics and handling features, the Ares Predator V includes a smartgun system. Some say that the Ares Predator V isn’t better than other guns in its class, but no one can argue that it has better brand recognition.&lt;br /&gt;
|Special=;Modifiers:Smartgun&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Viper Silvergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9P(f)|AP=+4|Modes=SA/BF|Ammo=30(c)&lt;br /&gt;
|Availability=8F|Cost=380&lt;br /&gt;
|Description=The sleek Slivergun pairs the undeniably winning combo of burst-fire capability and built-in sound suppression (an integral silencer, p. 432) with its large magazine capacity. It fires metal slivers that count as flechette ammunition, which is factored into the weapon’s damage code.&lt;br /&gt;
|Special=;Modifiers:Integral Silencer&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Ultra-Power==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5(6)|DV=8P|AP=–1|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=4R|Cost=640&lt;br /&gt;
|Description=This venerable sidearm is the Ares Predator’s primary competition as the world’s toughest heavy pistol. It offers a built-in top-mounted laser sight and is slightly cheaper.&lt;br /&gt;
|Special=;Modifiers:'''TOP''':Integral Laser Sight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cavalier Deputy==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Cavalier Deputy.png&lt;br /&gt;
|Weapon=Cavalier Deputy&lt;br /&gt;
|Accuracy=6|DV=7P|AP=-1|Ammo=7(cy)|Availability=3R|Cost=225&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the return of Western aesthetics in fashion, the Deputy has become a choice for modern-day urban cowboys and gunslingers. Less punishing to the wrist and carrying a seven-chamber cylinder, this pistol is a choice competitor to the Ruger Super Warhawk.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Colt Government 2066==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=7P|AP=–1|Modes=SA|Ammo=14(c)&lt;br /&gt;
|Availability=7R|Cost=425&lt;br /&gt;
|Description=This government-issue weapon, styled after the legendary Colt M1911a1, uses an electrically induced spark to detonate the bullet’s propellants. The removal of most moving parts from the firing mechanism gives this weapon a reputation for being exceptionally reliable.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Onotari Arms Violator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Onotari Arms Violator.png&lt;br /&gt;
|Weapon=Onotari Arms Violator&lt;br /&gt;
|Accuracy=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Availability=7R|Cost=550&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades: Advanced safety system, internal smartgun, safe target system base&lt;br /&gt;
|Description=Constantly updated to take advantage of its reputation for using the latest integrated electronics and modern materials, this pistol has become the poster child on gun ranges everywhere as the latest for cutting-edge shootists. It comes with a smartlink, basic safe target system, and an advanced safety system (also basic), all updated constantly for a modest annual fee to Onotari Arms. A patented delayed-recoil operation, along with caseless ammunition to cut down on moving parts, help with making tight, double-tapped groups in targets.&lt;br /&gt;
|Jackpoint=*Tech geeks everywhere love this thing—on the other side of a fight, since it can do so much once you hack into it. If you’ve got one, make sure you protect it properly!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==PSK-3 Collapsible Heavy Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon PSK-3 Collapsible Heavy Pistol.png&lt;br /&gt;
|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Accuracy=4|DV=8P|AP=-1|Ammo=10(c)|Availability=16F|Cost=1,050&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed for the Russian UGB secret police in 2061, this pistol is able to fold up into a box barely larger than an old-style wallet when the clip is removed. Formerly a clandestine weapon made only for the UGB, information about it leaked to the public rather quickly and it became a popular choice for protection details and spy agencies around the world. Able to flip into combat mode with the press of a single button, it requires a custom silencer that must be bought separately for 700¥.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Savalette Guardian==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Savalette Guardian.png&lt;br /&gt;
|Weapon=Savalette Guardian&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Availability=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Special=;Standard upgrades:Smartlink&lt;br /&gt;
|Description=This heavily chromed street monster of a pistol has been popular in the shadows for over two decades. A heavy pistol with an integrated smartgun link, an internal micro-gyro recoil absorption system, and the option for burst firing, it’s a very reasonable weapon for an experienced owner who expects to be in heavy combat.&lt;br /&gt;
|Jackpoint=*A lot of private investigators and bodyguards who work in nasty places or with nasty people carry this. The micro-gyro system requires a lot of maintenance, but it’s worth it!&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Remington Roomsweeper==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Remington Roomsweeper.png&lt;br /&gt;
|Accuracy=4|DV=7P|AP=–1|Modes=SA|Ammo=8(m)&lt;br /&gt;
|Availability=6R|Cost=250&lt;br /&gt;
|Description=This is really more of a short-barreled shotgun than a pistol. When loaded with shot rounds (flechette) rather than solid slugs, it uses Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).&lt;br /&gt;
|Special=;Flechette Ammo:DV 9P(f), AP +4&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Warhawk==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=9P|AP=–2|Modes=SS|Ammo=6(cy)&lt;br /&gt;
|Availability=4R|Cost=400&lt;br /&gt;
|Description=This revolver is as loud as a jet liner and twice as shiny. It’s also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Future Frontier==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Future Frontier.png&lt;br /&gt;
|Accuracy=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Availability=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=This large-frame pistol harkens back to the days of the Wild West with its classic grip and stylistic elements. Combined with modern manufacturing techniques and metallurgy, the Future Frontier provides the discriminating shooter with the best of both worlds. A redesign of the spring mechanism allows for ease of maintenance and replacement by certified personnel, while the enlarged cylinder handles a number of nostalgic calibers and propellant loads. This is a thorough redesign of a pistol that helped expand a nation, providing yet another reason to Trust the Legend™.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Melee Hardening&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*What a load of drek. The primary suggested loads for this pistol are unjacketed compressed light-metal bullets. Who uses those things?&lt;br /&gt;
**Bull&lt;br /&gt;
*The Wild West Reenactment Society switched to them for all competitions after the green movement managed to outlaw unjacketed lead at a number of their ranges.&lt;br /&gt;
**Glitch&lt;br /&gt;
*And who here is likely to use one of these, Glitch? I doubt anyone even considers this a decent home-defense piece.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*Perhaps not, but I had a client who kept a pair of these loaded in a wall display. They came in handy when the assassin brought his assault team friends to the house with him. They made big enough holes in the window for the client to get out while the assailants were trying to figure out what was going on. Having a weapon hiding in plain sight is not a bad idea.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Manhunter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=|DV=8P|AP=–1|Modes=SA|Ammo=16(c)|Availability=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Falling a distant third place between the constant advertising battle between the Savalette Guardian and the Ares Predator V, Colt has taken a different track with the latest iteration of the Manhunter. Removingt the smartlink and the associated features like electronic safety and clip ejection, and shifting everything back to traditional mechanical mechanisms with the exception of a holographic sight (p. 181). The worst a hacker can do is make you slightly less accurate with this gun and that appeals to a lot of the less technologically minded consumers. While production numbers are currently significantly smaller than its competitors, it is still readily available and a common sight on the streets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lemat 2072==&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Revolver barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=8P|AP=-1|Modes=SS|Ammo=9(cy)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Shotgun barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=10P(f)|AP=+4|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=This surprising offering from Krupp Arms is a throwback to the rare pistol used in the Confederacy during the Civil War. This pistol uses a double-barrel design with the cylinder rotating around a large central chamber that holds a single 20-gauge shotgun shell (most commonly loaded with a ﬂechette round). A bit large for human hands with a strong kick, it fits well in larger metahuman hands. This design combined with the Kriegfaust has some speculating that Krupp may be trying to compete with Krime for the metahuman weapons market. Switching the firing mode to fire the central shotgun chamber requires a Simple Action. This function is controlled by the custom-built ammo skip system included with this model. &lt;br /&gt;
&lt;br /&gt;
Wireless bonus: Switching the fire mode becomes a Free Action.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2844</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2844"/>
		<updated>2017-09-07T13:28:03Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Laser&lt;br /&gt;
|0-5||6-10||11-15||16-20&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;+0!!LONG&amp;lt;br/&amp;gt;+0!!EXTREME&amp;lt;br/&amp;gt;-1&lt;br /&gt;
|-&lt;br /&gt;
!Flamethrower&lt;br /&gt;
|0–5||6–10||11–15||16–20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12R|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=.&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ash Arms Monofilament Chainsaw===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off&lt;br /&gt;
companies, some that are using heavier rounds but all of&lt;br /&gt;
them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani&lt;br /&gt;
has made the Élégance for years, and dozens of basic&lt;br /&gt;
designs are out there now. The truly elite get their bracers customized to match their newest fashions, and&lt;br /&gt;
some have gathered quite the collection of Élégance&lt;br /&gt;
bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel.&lt;br /&gt;
Tiffani has tried to help make up for that with a laser sight&lt;br /&gt;
feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Flame Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Flame Bracer&lt;br /&gt;
|Accuracy=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)&lt;br /&gt;
|Availability=8F|Cost=775&lt;br /&gt;
|Description=This gizmo was invented by a mage who favored the Shape Fire spell but could never find a ﬂame when he needed it. On a critical glitch you hit yourself with the ﬂame. This weapon uses the Exotic Ranged Weapon skill.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Shaiwase Arms Simoon==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Shaiwase Arms Simoon&lt;br /&gt;
|Accuracy=Physical|DV=6P|Modes=SA/FA|Ammo=6(ml)&lt;br /&gt;
|Availability=14R|Cost=1,500&lt;br /&gt;
|Description=Combining the best of offense and defense, this set of forearm guards (p. 73, Run &amp;amp; Gun) offers +1 Armor and has a built in light pistol “Magazine Barrel” on the dominant arm’s guard. Firing is a Complex Action. The magazine barrel holds 6 shots that can be fred individually or all at once as full auto fire. The Simoom uses pistol ranges. Full Auto fire takes a –2 penalty from recoil. The offhand guard has one capacity slot that stores a spare barrel magazine (nonfring) standard but can be repurposed with other equipment. The Concelability modifer to hide the true function of the bracer is –4. Wireless bonus: Firing is a Simple Action &lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Throwing Syringe==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Throwing Syringe&lt;br /&gt;
|Accuracy=Physical|DV=(STR-2)P|AP=-2|&lt;br /&gt;
|Availability=6F|Cost=1,500&lt;br /&gt;
|Description=Originally developed by a street doc who was also a throwing adept, this weapon quickly found fans with assassins due to its ability to deal deadly attacks in an easily concealable package. These aerodynamic throwing needles have an internal compressed reservoir with an inertial trigger. When the darts strike a target, they inject any liquid they contain into the target. If the syringe does not penetrate the armor and the liquid is not contact vector, the target is not affected by the liquid (see Injection Darts, p. 434, SR5). A character can ready (Agility / 2) of these syringes with one Ready Weapon action. Wireless bonus: If all the Throwing Syringes you throw in a Combat Turn have wireless and you have a smartlink system, each syringe you throw receives a +1 dice pool bonus per syringe thrown that Combat Turn at your current target, as the syringes adjust for wind and other atmospheric conditions. So you’d get no bonus on the frst throw, +1 on the second throw, and +2 on the third, etc. (assuming you aimed all three syringes at the same target. If you didn’t then no bonus).&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ares Armatus==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|&lt;br /&gt;
|Weapon=Ares Armatus&lt;br /&gt;
|Accuracy=6|DV=6P|AP=-5|Modes=SA|Ammo=10&lt;br /&gt;
|Availability=20F|Cost=19,000&lt;br /&gt;
|Description=A recent experimental prototype “laser shotgun” produced by Ares, this laser weapon uses a beam splitter to fre an array of smaller lasers rather than a single cohesive beam. This weapon has been seen in limited use with Firewatch teams but has not been released for sale on the military arms market. If you are lucky enough to happen across one for sale, consider its condition to be dropped once, never fired. This weapon has the same qualities specifc to other laser weapons (p. 47, Run &amp;amp; Gun) including increased range penalties and power source needs. The Armatus uses shotgun ranges and can fire narrow, medium, or wide spreads like a normal shotgun.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model&lt;br /&gt;
that had very poor product recognition and identity due to&lt;br /&gt;
the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2843</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2843"/>
		<updated>2017-09-07T11:34:01Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Laser&lt;br /&gt;
|0-5||6-10||11-15||16-20&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;+0!!LONG&amp;lt;br/&amp;gt;+0!!EXTREME&amp;lt;br/&amp;gt;-1&lt;br /&gt;
|-&lt;br /&gt;
!Flamethrower&lt;br /&gt;
|0–5||6–10||11–15||16–20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible Scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12R|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=.&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ash Arms Monofilament Chainsaw===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off&lt;br /&gt;
companies, some that are using heavier rounds but all of&lt;br /&gt;
them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani&lt;br /&gt;
has made the Élégance for years, and dozens of basic&lt;br /&gt;
designs are out there now. The truly elite get their bracers customized to match their newest fashions, and&lt;br /&gt;
some have gathered quite the collection of Élégance&lt;br /&gt;
bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel.&lt;br /&gt;
Tiffani has tried to help make up for that with a laser sight&lt;br /&gt;
feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model&lt;br /&gt;
that had very poor product recognition and identity due to&lt;br /&gt;
the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2842</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2842"/>
		<updated>2017-09-07T11:32:51Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Laser&lt;br /&gt;
|0-5||6-10||11-15||16-20&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;+0!!LONG&amp;lt;br/&amp;gt;+0!!EXTREME&amp;lt;br/&amp;gt;-1&lt;br /&gt;
|-&lt;br /&gt;
!Flamethrower&lt;br /&gt;
|0–5||6–10||11–15||16–20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12R|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=.&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ash Arms Monofilament Chainsaw===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=2|DV=(STR+2)P|AP=-2&lt;br /&gt;
|Availability=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off&lt;br /&gt;
companies, some that are using heavier rounds but all of&lt;br /&gt;
them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani&lt;br /&gt;
has made the Élégance for years, and dozens of basic&lt;br /&gt;
designs are out there now. The truly elite get their bracers customized to match their newest fashions, and&lt;br /&gt;
some have gathered quite the collection of Élégance&lt;br /&gt;
bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel.&lt;br /&gt;
Tiffani has tried to help make up for that with a laser sight&lt;br /&gt;
feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model&lt;br /&gt;
that had very poor product recognition and identity due to&lt;br /&gt;
the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2841</id>
		<title>SR5:Weapons:Exotic Ranged Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Exotic_Ranged_Weapons&amp;diff=2841"/>
		<updated>2017-09-07T11:31:08Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Laser&lt;br /&gt;
|0-5||6-10||11-15||16-20&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;+0!!LONG&amp;lt;br/&amp;gt;+0!!EXTREME&amp;lt;br/&amp;gt;-1&lt;br /&gt;
|-&lt;br /&gt;
!Flamethrower&lt;br /&gt;
|0–5||6–10||11–15||16–20&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Chakram&lt;br /&gt;
|Acc=4|DV=(STR)P|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- FlameThrowers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000|Source=SR5:GH3}}&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Monofilament Whip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5(7)|Reach=2|DV=12P|AP=-8&lt;br /&gt;
|Availability=12R|Cost=10,000&lt;br /&gt;
|Special=;Skill:Exotic Melee Weapon (Monofilament Whip)&lt;br /&gt;
;Glitch:You catch the weighted tip on something nearby and need to disentangle it before you make another proper attack with it.&lt;br /&gt;
;Critical Glitch:You hit yourself with the whip and take its base damage (resisted normally)&lt;br /&gt;
;Wireless:The whip can be readied with a Free Action, rather than a Simple Action.&lt;br /&gt;
:The whip's built-in safety system retracts automatically instead of getting you entangled on a glitch.&lt;br /&gt;
:Accuracy increased by 2.&lt;br /&gt;
|Description=Iconic. Terrifying. Deadly. Few weapons on the street are more feared. This monofilament line can cut through bone and armor like hot butter. The line extends out to two meters, and retracts into the weapon's handle when not in use. The whip action, the weighted tip, and the deadly thread of monofilament line itself make this weapon a potential danger to it's wielder.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Garrote==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+4)S|AP=-6&lt;br /&gt;
|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=This can be as simple as a string attached to a pair of pencils but is usually a far more professional tool. The garrote is a handheld weapon designed to quietly kill via strangulation. The weapon consists of a central string, usually semiflexible wire of some sort, attached to a pair of handles used to pull the weapon tight once it is wrapped around a targets neck. Death is slow and unpleasant as the target usually struggles intensely, so a strong stomach and skill are both required.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote==&lt;br /&gt;
&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|DV=(STR+6)P|AP=-8&lt;br /&gt;
|Availability=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Initial attack&lt;br /&gt;
:Called Shot Attack Test&lt;br /&gt;
;During Grip&lt;br /&gt;
:Knock to ground&lt;br /&gt;
:Deal damage and improve grip with another Attack Test&lt;br /&gt;
;Escape&lt;br /&gt;
:Agility + Unarmed Combat [Physical] (Net Hits on All Attacks)&lt;br /&gt;
:Knock Out of Hands Called Shot or similar&lt;br /&gt;
|Description=Leave it to Ares to make something deadly even deadlier. The Queen of Hearts is the nickname for Ares’ monofilament garrote that will often take a head right off well before the target suffocates, though I’m certain that was part of the intended design. Other megacorps have copied the design, but Ares is by far the biggest name out there.&lt;br /&gt;
|Jackpoint=*Beware mistakes. A misplaced pinky can be the difference between a clean kill and a place on the dishonored yakuza list. The Queen of Hearts and her sister models are unforgiving on untrained fools.&lt;br /&gt;
**Thorn&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chakram==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR)P&lt;br /&gt;
|Availability=8R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=.&lt;br /&gt;
}}&lt;br /&gt;
Use Shuriken range and Skill Exotic Melee Weapon (Chakram)&lt;br /&gt;
&lt;br /&gt;
==Bullwhip==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=6|Reach=2|DV=(STR+1)P|AP=+3&lt;br /&gt;
|Availability=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=;Blast Out of Hands Called Shot&lt;br /&gt;
:As normal knocks object away from Attacker&lt;br /&gt;
:Blast Out of Hands with Opposed Strength Test to yank towards attacker&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:+2 bonus to Strength Test&lt;br /&gt;
;Knockdown Called Shot&lt;br /&gt;
:Trip an opponent&lt;br /&gt;
:Requires distance of less than 2 meters&lt;br /&gt;
:Remote Trip&lt;br /&gt;
|Description=Whether it’s redirecting bulls, snagging wrists, or lashing infidels, the whip has seen an interesting history as a tool, a showpiece, a torture device, and a weapon.This versatility is both its greatest asset and its biggest detriment. The training that is needed to use this weapon is very specific, but a truly skilled individual can perform feats with this item unmatched by any other&lt;br /&gt;
weapon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ash Arms Combat Chainsaw==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ash Arms Combat Chainsaw.png&lt;br /&gt;
|Accuracy=5|Reach=1|DV=8P|AP=-4&lt;br /&gt;
|Availability=6R|Cost=2,000&lt;br /&gt;
|Jackpoint=*This model is decent with its special features that remove some of the safety features located on most chainsaws, but cheap street rats will still try and use their local hardware store model in a fight. Most learn about their mistake the hard way.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ash Arms Monofilament Chainsaw===&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=5|Reach=1|DV=12P|AP=-8&lt;br /&gt;
|Availability=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Monofilament makes everything better or so Ash Arms would like us to believe. While the civilian model is actually used for cutting things like concrete and sculpting stone, that is just never enough. Ash has retooled the monofilament cousin of the standard chainsaw as well and made it into a unique weapon that has probably cut off more limbs from brain-dead wielders than their intended victims. But boy is a successful hit awesome.&lt;br /&gt;
|Jackpoint=*Same problems occur here when people try and use the tools as the weapons. Darwin would be proud.&lt;br /&gt;
**Butch&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Collapsible Scythe==&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Description=Nothing brings the terror of your imminent demise to a peak quite the same way as a shadowy figure wielding a scythe closing in on you. The progenitor of this weapon was a female assassin who goes by the name Keres. There have been a few copycats since, but none as skilled or successful. This weapon is custom made and is essentially a telescoping staff with a Smartsteel blade fused to one end. When collapsed, the staff part compresses together with a telescopic design, and the blade coils inside the end of the shaft. Collapsing or extending the scythe is a Complex Action. When collapsed, the scythe is the same size as a club or baton (0 Concealability modifer) and if inspected noticing the coiled blade can be diffcult (-4 Concealability Modifer). Wireless bonus: Collapsing or extending the scythe is a Simple Action.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ares S-III Super Squirt==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Chemical|Modes=SA|Ammo=20(c)&lt;br /&gt;
|Availability=7R|Cost=950&lt;br /&gt;
|Description=This popular non-lethal weapon fires DMSO gel packs. The dimethyl sulfoxide forces the skin to absorb the chemicals the operator wishes to deliver. The attack itself causes no damage, but when the target is hit successfully, the DMSO delivers the substance directly into the target’s bloodstream as a Contact vector toxin (Toxins, Drugs, and BTLs, p. 408). The Super Squirt uses Light Pistol ranges and can accept top- and underbarrel-mounted accessories}}&lt;br /&gt;
&lt;br /&gt;
==Ares Screech Sonic Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Accuracy=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)&lt;br /&gt;
|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Sonic Rifle:The sonic rifle can fire with variable beam settings. It uses the same rules as shotguns (p. 180, SR5) for determining the number of targets affected and the DV modifier, as well as ranges. The Exotic Ranged Weapon (Sonic Rifle) skill is used to fire this weapon.&lt;br /&gt;
;Damage Resistance:The Damage Resistance Test uses Willpower instead of Body and ignores all standard armor. Damper earware (p. 454, SR5) provides +2 bonus dice to the resistance test. A Hush or Silence spell reduces the DV by –1 per hit on the Spellcasting Test.&lt;br /&gt;
;Conditions:Targets hit by a beam suffer the effects of disorientation and nausea (see p. 409, SR5, use Damage Resistance Test in place of Toxin Test). The rifle uses peak discharge battery packs, with each shot consuming 1 power unit.&lt;br /&gt;
|Description=This is a nasty little oddball of a weapon. Though it’s called the Screech and its classified as a sonic rifle, anyone with this thing pointed at them will rarely hear a thing other then their own retching as they puke up their latest meal. This devious invention uses focused sound waves to disorient the target while not causing any real damage. Perfect for crowd control as long as the users are prepped with gas masks, since the reek of soybase vomit will fill the air this sucker is fired.&lt;br /&gt;
|Jackpoint=*Don’t try and use this against spirits. Their lack of a standard biology makes them immune to the effect. Works great on most other things though. Usually seems to depend on whether they have ears that affect their balance and equilibrium. &lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Blowgun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Blowgun&lt;br /&gt;
|Accuracy=8|DV=1P|Modes=SS|Ammo=1(ml)&lt;br /&gt;
|Availability=4|Cost=15&lt;br /&gt;
|Special=;Blowgun:Blowguns are fired with the Exotic Ranged Weapon (Blowgun) skill and use Taser ranges. To deliver a toxin with a blowgun needle, use the Called Shot Location rules to target an area not protected by armor. If the attack succeeds, the poison is delivered.&lt;br /&gt;
;Glitches:Note that when using a blowgun, a character may inhale his own dart on a critical glitch; some modern blowguns have a safeguard in form of a small cross-like section in the mouthpiece.&lt;br /&gt;
|Description=Nope, not kidding. The blowgun has been silently neutralizing targets for hundreds of years. Especially popular with stealthy forces that like to poison their targets&lt;br /&gt;
and then recover their goodies or finish them off once&lt;br /&gt;
they are no longer able to fight off a flea. They take a lot&lt;br /&gt;
of skill to use and almost always include a drug or toxin on their needles. Otherwise it would just be ranged&lt;br /&gt;
acupuncture.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S|AP=+4&lt;br /&gt;
|Availability=6|Cost=75&lt;br /&gt;
|Special=;Bola:Bolas can do one of two types of damage based on their use. When thrown to hit a target, make an Exotic Ranged Weapon (Bolas) Attack Test (use the DV and AP stats on the left side of the slash for monofilament bolas).&lt;br /&gt;
;Called Shots:When thrown with the intent of wrapping around a specific location on an opponent use the appropriate Called Shot Location modifier to determine success. A standard bola requires the target to make an immediate Agility + Gymnastics [Physical] Test with a threshold of the attacker’s net hits; if they fail, they fall prone.&lt;br /&gt;
;Remove Bolas:Removing wrapped bolas requires an Agility + Escape Artist [Physical](6, 1 Action Phase) Extended Test or a sharp knife (taking a Complex Action to cut it off).&lt;br /&gt;
;Range:Bolas use shuriken ranges.&lt;br /&gt;
;Boom-bolas: One or two grenades of any fashion bound together. They suffer a –2 Accuracy, and misses are determined much like scatter, except that it is always the maximum distance in the 7 direction. A successful bola attack means the grenades are at 0 distance to the target when they explode, and Multiple Simultaneous Blast rules (p. 183, SR5) apply.&lt;br /&gt;
|Description=Take a pair of rocks, tie them together with a rope. Now you have basic bolas. Take that and throw it at some thing, letting the extra centrifugal force give it some added punch. Now get fancy and try and wrap it around your target. It’s not easy, but if you hit just right it’s both a takedown and a load of pain all in one. Modern bolas aren’t rocks tied with strings; instead, they’re usually solid steel connected with wire, often with three balls instead of two. They’re a favorite weapon of hunters that prefer to take their prey alive, especially bounty hunters.&lt;br /&gt;
|Jackpoint=*Sociopathic runners are often at the forefront of interesting derivations and innovations in the arms race. Boombolas are an example of that. A pair of wireless-enabled grenades, or one grenade and a counterweight, are used to snare the target with a healthy reminder of how bad not surrendering can be. There are also those who simply use the bola design to put the grenades right on top of a target. No longer chunky salsa, more of a fine purée.&lt;br /&gt;
**Red Anya&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Monofilament Bola==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Monofilament Bola&lt;br /&gt;
|Accuracy=Physical|DV=(STR+3)S/12P|AP=+4/-8&lt;br /&gt;
|Availability=18F|Cost=4,000&lt;br /&gt;
|Special=;Damage:A monofilament bola requires the target to make an immediate Damage Resistance Test using the stats on the right side of the slash along with the Agility + Gymnastics Test. Once wrapped up with a monofilament bola, any character trying to get themselves loose with the above Escape Artist Test or move must make a Damage Resistance Test for each attempt.&lt;br /&gt;
|Description=If getting tangled up by a pair of metal balls on a metal wire wasn’t bad enough, imagine if that wire was a monofilament line. There’s very little intention to capture and much more to harm, though the company tag line is suppression through intimidation, claiming they wrap and prevent escape by the threat of increased risk of harm.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Pain Inducer==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=3|DV=Special|Modes=SS|Ammo=Special&lt;br /&gt;
|Availability=11R|Cost=5,000&lt;br /&gt;
|Description=For a non-lethal weapon, the Fichetti Pain Inducer is not very humane. It makes someone feel like they are in a microwave, roasting from the inside out. Treat this as a toxin attack with a Power of 8 and a speed of Immediate. The target resists with Body + Willpower. If the modified Power exceeds the target’s Mental limit, the target must spend his next Action Phase doing whatever it takes to run away from the pain. The attacker can continue to hold her beam on a target with a Complex Action unless the game-master deems the target has dodged away or found cover. If the target cannot get out of the beam, he is incapacitated with pain, suffering a dice pool modifier equal to the modified Power on all tests for as long as the beam is trained on him.&lt;br /&gt;
&lt;br /&gt;
The Pain Inducer uses SMG ranges and can take top and underbarrel accessories. It has ten charges; when attached to a power point, it reloads one charge every ten seconds.&lt;br /&gt;
Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Special=;Wireless: The Pain Inducer recharges by induction at a rate of 1 charge per hour.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==FN-AAL Gyrojet Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Accuracy=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=12F|Cost=2,000&lt;br /&gt;
|Special=;Accessories:The FN-AAL Gyrojet pistol can mount the same accessories as a heavy pistol and uses the same ranges.&lt;br /&gt;
;Aquatic Use:When it is used underwater, increase the standard munitions DV ratings by +2 in addition to any other modifiers.&lt;br /&gt;
|Description=Once advertised as a favorite of the British Special Boat Squadron, FN has increased their market audience to most of the marine-based special operations forces around the world. The gun fires miniature 6mm rockets that explode on impact—an effect that, underwater, is even worse than in the air.&lt;br /&gt;
|Jackpoint=*FN makes a full array of alternate munitions that match up well with their standard counterparts. Jelly rockets are awesome.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gun Cane==&lt;br /&gt;
===Gun Cane, Knockoff===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Accuracy=5|DV=9P|Modes=SS&lt;br /&gt;
|Availability=6R|Cost=150&lt;br /&gt;
|Special=;One Time Use:The Knockoff models are destroyed after firing.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=*The Trafalger line has been copied by cheaper knock-off&lt;br /&gt;
companies, some that are using heavier rounds but all of&lt;br /&gt;
them destroy the cane after they are used.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Gun Cane, Trafalgar===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Accuracy=6|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=9R|Cost=750&lt;br /&gt;
|Special=;Gun Cane:The gun cane uses taser ranges, can only use caseless ammo, and cannot mount any accessories. It is fired with the Exotic Ranged Weapons (Gun Cane) skill.&lt;br /&gt;
;Concealment:Its Concealment modifiers are +0 for the whole cane and –6 to detect its true nature (see p. 419, SR5).&lt;br /&gt;
|Description=Where fashion meets defense, this single-shot weapon is a fashion accessory with both form and function. Designed to look just like Mortimer’s regular line of dress canes, the Trafalger tag goes on any of the gun canes no matter what they look like.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net==&lt;br /&gt;
{{SR5:Melee Weapon Template|Type=Weapon|Type=Exotic&lt;br /&gt;
|Weapon=Net&lt;br /&gt;
|Accuracy=Physical-2&lt;br /&gt;
|Availability=6|Cost=350&lt;br /&gt;
|Special=;Successful Attack:With a successful attack using rules for a Grazing Hit (p. 173, SR5), the net lands over an opponent and they are considered to be in subduing combat (p. 195, SR5). An attacker must move to the target in order to engage in any of the Subduing actions.&lt;br /&gt;
;Escape Net:To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) or Agility + Escape Artist as a Complex Action, against a threshold equal to the attacker’s net hits.&lt;br /&gt;
;Range:Nets use half the range of throwing knives (round up) and employ the Exotic Ranged Weapons (Net) skill.&lt;br /&gt;
|Description=There always seemed to be no more embarrassing gladiatorial death than to be trapped in a net and then poked to death. I think the fact that the gladiators who fought with nets were the lowliest of the low makes it even worse. But these days it doesn’t matter. If it works, use it. The net makes a great way to slow an opponent and provide an advantage, and isn’t that what life is always about—getting the advantage?&lt;br /&gt;
|Jackpoint=*And if it doesn’t work, modify it until it does. While a few attempts at monofilament nets have been tried and failed spectacularly, other more offensive materials have been used with nets. The Terra Cotta ShredNet with its barbed wire netting and the Ares ShockNet with an electrical stun charge built in have been two very popular options to spice things up.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Net Gun, Basic==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, Basic&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=4(b)&lt;br /&gt;
|Availability=9|Cost=750/350&lt;br /&gt;
|Special=;On Hit:When a target is hit, apply the rules for nets (see p. 25).&lt;br /&gt;
;Size Modifiers:If a large net is used against a normal sized target, the target receives a –2 modifier on his Agility, while a large target hit by a normal sized net receives a +2 Agility modifier. Net guns use light pistol ranges and cannot mount any accessories.&lt;br /&gt;
;Costs Gun/Ammo:The cost on the left side of the slash is the price of the gun; on the right is the cost of a full load of ammunition for the weapon.&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===Net Gun, XL===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=Net Gun, XL&lt;br /&gt;
|Accuracy=5|Modes=SS|Ammo=2(b)&lt;br /&gt;
|Availability=9|Cost=1,000/400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
===ShockNet===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic&lt;br /&gt;
|Weapon=ShockNet&lt;br /&gt;
|Accuracy=as gun|Modes=as gun|Ammo=as gun&lt;br /&gt;
|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=10R|Cost=+250&lt;br /&gt;
|Special=;ShockNet:The ShockNet has two charges. One will activate on contact, the second at the start of the next Combat Turn.&lt;br /&gt;
|Description=This weapon comes in two models, the basic and the XL. The basic is designed for metahumans, except for trolls, and smaller critters; while the XL is intended for trolls and other larger creatures.&lt;br /&gt;
|Jackpoint=*The ShockNet ammo is great for helping with a little extra takedown on those really feisty targets.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=as Drug/Toxin|Modes=SA|Ammo=5(c)&lt;br /&gt;
|Availability=4R|Cost=600&lt;br /&gt;
|Description=The industry standard dart pistol, this fires injection dar ts (p. 434) with narcoject or another payload. The Parashield dar t pistol uses Heavy Pistol ranges and can take top-mounted accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Parashield Dart Rifle==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=as Drug/Toxin|Modes=SA|Ammo=6(m)&lt;br /&gt;
|Availability=6R|Cost=1,200&lt;br /&gt;
|Description=Originally designed to non-lethally take down large game animals at long ranges, the Parashield dart rifle uses compressed air cartridges to fire injection darts. This weapon includes a top-mounted imaging scope. It uses sporting rifle ranges and can mount top and underbarrel accessories.&lt;br /&gt;
|Special=;Wireless: The dart reports whether or not it has struck home and successfully injected. It may also report any gross physical anomalies in the target’s tissue, although its medical sensors are not very sophisticated (Device Rating of 1 for the dart).&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shooting Bracer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Type=Exotic|Image=SR5 Weapon Tiffani Elegance Shooting Bracer.png&lt;br /&gt;
|Weapon=Shooting Bracer&lt;br /&gt;
|Accuracy=5(6)|DV=7P|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Availability=10R|Cost=1,250&lt;br /&gt;
|Special=;Shooting Bracer:The Élégance Shooting Bracer can only use caseless ammunition and uses taser ranges. It cannot mount any accessories.&lt;br /&gt;
;Concealability:The bracer’s Concealability modifier to hide its true function is –5 (see p. 419, SR5).&lt;br /&gt;
|Description=Elegant and deadly in one high fashion package. Tiffani&lt;br /&gt;
has made the Élégance for years, and dozens of basic&lt;br /&gt;
designs are out there now. The truly elite get their bracers customized to match their newest fashions, and&lt;br /&gt;
some have gathered quite the collection of Élégance&lt;br /&gt;
bracers in their closet.&lt;br /&gt;
|Jackpoint=*Aim on these things is wretched due to the lack of barrel.&lt;br /&gt;
Tiffani has tried to help make up for that with a laser sight&lt;br /&gt;
feature available on their newest model.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=Lasers=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+Laser Weapon Basics&lt;br /&gt;
|&lt;br /&gt;
Laser weapons suffer no recoil. Laser weapons lose focus and deliver less damage over longer distances. For each range category beyond Short, decrease the weapon’s DV by 1 (Medium –1, Long –2, Extreme –3). Laser weapons are also affected by particulate matter in the air that reduce the beam’s focus. Environmental Visibility Conditions (p. 175, SR5) also affect DV. Decrease the DV by 1 for each level of Visibility modifiers (Light –1, Moderate –2, Heavy –3). The air condition and distance modifiers stack with each other, so firing a Redline at a target at Extreme Range through Moderate Fog reduces the DV by 5.&lt;br /&gt;
&lt;br /&gt;
Portable laser weapons derive their power from peak discharge battery packs (see p. 52). Stationary or vehicle mounted laser weapons are often directly linked to energy sources.&lt;br /&gt;
&lt;br /&gt;
Laser weapons require the Exotic Ranged Weapon (Laser Weapons) skill to use.&lt;br /&gt;
&lt;br /&gt;
They may mount underbarrel and top mounted accessories only and cannot be modified in any way.&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Laser Weapons)&lt;br /&gt;
;Range:See Weapon&lt;br /&gt;
:-1 DV per Range Category&lt;br /&gt;
;Visibility:-1 DV per level of Visibility Modifier&lt;br /&gt;
;Mounts:Underbarrel and Top only&lt;br /&gt;
;Modifications:Cannot be modified&lt;br /&gt;
Nothing confirms that you’re living in the future like burning a hole in someone with a concentrated beam of light. That’s what a laser does for you, and for some people that’s reason enough to wield them. But if you add on top of that the fact that they don’t leave behind bullet cases and they don’t experience recoil, you perhaps have some more practical reasons for taking one out in the field.&lt;br /&gt;
&lt;br /&gt;
==Ares Redline Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Redline.png&lt;br /&gt;
|Weapon=Ares Redline Laser&lt;br /&gt;
|Accuracy=9|DV=5P|AP=-10|Ammo=10(c) or external source&lt;br /&gt;
|Availability=14F|Cost=7,500&lt;br /&gt;
|Special=;Ammo:The Ares Redline consumes 1 power unit per shot and draws its power from a detachable power clip or an external source, usually a satchel power pack.&lt;br /&gt;
;Range:It uses SMG ranges.&lt;br /&gt;
|Description=Featured as the weapon of Ace Holt in the Cross Point: Daedalus trideo trilogy, the Ares Redline laser pistol has been the poster child for Ares’ laser weapons program. Even though it has been on the market for a number of years the Redline has not seen many improvements or, as most folks were hoping, an increase in production volume.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Lancer MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Lancer MP Laser.png&lt;br /&gt;
|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Accuracy=7|DV=7P|AP=-10|Ammo=2 x 10(c) or external source&lt;br /&gt;
|Availability=18F|Cost=16,000&lt;br /&gt;
|Special=;Special:The Archon uses 2 power units per shot and is either powered by twin power clips or by an external satchel or backpack power pack.&lt;br /&gt;
;Range:It uses Assault Rifle ranges.&lt;br /&gt;
|Description=It was inevitable with the popularity of the Redline that the MP-Laser line would get an upgrade and facelift to fit the image of a sci-fi laser rifle, ready for an alien invasion. Though unless the aliens are attacking a high-profile Ares facility or Firewatch training facility, we likely won’t see many Lancers on the front line.&lt;br /&gt;
|Jackpoint=*The Lancer is the evolution of the MP-III “Dragon,” a model&lt;br /&gt;
that had very poor product recognition and identity due to&lt;br /&gt;
the helicopter of the same name.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Archon Heavy MP Laser==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Ares Archon Heavy MP Laser.png&lt;br /&gt;
|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Accuracy=7|DV=10P|AP=-10|Ammo=External source&lt;br /&gt;
|Availability=24F|Cost=35,000&lt;br /&gt;
|Special=;Standard upgrades:Bipod, tripod mount, or gyro stabilization unit mount&lt;br /&gt;
;Ammo:The Archon uses 4 power unit per shot and is powered by either an external battery pack (almost always a power backpack) or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online).&lt;br /&gt;
;Range:The Archon uses sniper rifle ranges.&lt;br /&gt;
|Description=Pushing the limits of the MP denotation, the Archon is Ares’ biggest personal laser system. Too heavy and awkward for most users the Archon comes standard with a bipod and a mount for either a tripod or gyro-mount. This bad boy will make anyone stand up and take notice.&lt;br /&gt;
|Jackpoint=*More like duck for cover if they’re smart!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Actually, more like stand up and raise their arms in surrender. This beast cuts through cover.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
=FLAMETHROWERS=&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:45%&amp;quot;&lt;br /&gt;
|+ALL ABOUT FLAMETHROWERS&lt;br /&gt;
|&lt;br /&gt;
Flamethrowers require a small flame to ignite the fuel mixture. Igniting the flame require a Complex Action to ready it. If the flamethrower is connected via wireless to the users PAN, it’s only a Simple Action. A wireless DNI connection makes it a Free Action.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers can be used to blast a single target or they can be used to spread flame over a wider area in an attempt to strike multiple targets. The area attack takes a Complex Action and allows the user to attack up to two additional targets within two meters of another target. A single Attack Test is made against all targets, and they make their Defense Tests separately. The DV is reduced by 2 for each additional target the flame is engulfing. Flamethrowers can also be used for laying down Suppressive Fire (p. 179, SR5), consuming four shots, and they can take advantage of the same rules as Flechette Suppressive Fire (p. 120).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal fire damage (p. 171, SR5) and will set fire to almost every item caught in the attack’s area of effect for at least a short period of time (gamemaster’s discretion).&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use Taser ranges but suffer only a –1 penalty at Extreme range and no penalty at Long range or closer.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers use the Exotic Ranged Weapon (Flamethrowers) skill.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers cannot mount any accessories except biometric safety systems (Advanced Safety, p. 50).&lt;br /&gt;
|}&lt;br /&gt;
;Skill:Exotic Ranged Weapons (Flamethrowers)&lt;br /&gt;
;Range:Taser Ranges&lt;br /&gt;
:Only -1 at Extreme Range&lt;br /&gt;
:No Penalty for Long Range and closer&lt;br /&gt;
;Ready Weapon:Complex Action&lt;br /&gt;
:Simple Action with '''Wireless'''&lt;br /&gt;
:Free Action with '''Wireless DNI'''&lt;br /&gt;
;Area Attack:Complex Action&lt;br /&gt;
:2 additional targets within 2 meters of primary target&lt;br /&gt;
:Single Attack Test, Separate Defense Tests&lt;br /&gt;
:DV -2 per additional target&lt;br /&gt;
;Suppressive Fire:Consumes 4 Shots&lt;br /&gt;
:Flechette Suppressive Fire&lt;br /&gt;
;Elemental Damage:[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire Damage]]&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are terrifying weapons that ignite a stream of gasoline and oil or napalm so they can spew flaming death. Older model flamethrowers store their fuel in a backpack-like tank, while the user holds a pistol-grip nozzle with a hose attached to supply the fuel. Modern handheld flamethrowers merge everything into a portable package about the size of a submachine gun or assault rifle. This means less fuel but a lot less shoot-the-fuel-tank-type situations.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers are fired with the Exotic Ranged Weapons: Flamethrowers skill. They require a Complex Action to be made ready to fire. They can be used for Suppressive Fire (p. 179, SR5). They also can be used to attack multiple targets; using a Complex Action means the shooter can attack with a fanning motion, striking up to three targets (as long as they are all within the weapon’s range and each target is within four meters of the others). This uses two units of the flamethrower’s ammo capacity.&lt;br /&gt;
&lt;br /&gt;
Flamethrowers deal '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Their range is listed with each individual flamethrower.&lt;br /&gt;
&lt;br /&gt;
==Shiawase Blazer==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Exotic|Image=SR5 Weapon Shiawase Blazer.png&lt;br /&gt;
|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA&lt;br /&gt;
|Special=;Reload:Replacing the fuel tank requires a full Combat Turn.&lt;br /&gt;
|Description=Handheld flaming death! The Blazer is small and easily portable. Used heavily during the Az-Am War to root out Amazonian guerillas, the Blazer has found its way into the standard arsenal of many mercenary and special operations units around the world.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Arms Incinerator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Flamethrower&lt;br /&gt;
|Image=SR5 Weapon Shiawase Arms Incinerator.png&lt;br /&gt;
|Accuracy=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Availability=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=A recent release from Shiawase, the Incinerator is the first personal incendiary device to utilize advanced polymers in nearly every aspect of its construction. The advanced materials limited the thermal stress placed on the ignition chamber as well as ensuring the operator suffers limited discomfort from the intense heat. The recommended fuel mixture ensures complete combustion; field-expedience mixtures are still possible, but less efficient.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Powered SlideMount (Rating 1), Reduced Weight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*I saw a few burn teams with these outside of Bogotá. They weren’t having much of a permanent effect against the trees.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*What would you put on the powered slide mount? A tactical flashlight is a little redundant.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*If you mount a sensor of nearly any kind on it, you can perform as a sensor of a tactical net, the edge a good network gives you is impressive.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2840</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2840"/>
		<updated>2017-09-07T11:28:17Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Collapsible scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Misc_Melee_Weapons&amp;diff=2839</id>
		<title>SR5:Weapons:Misc Melee Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Misc_Melee_Weapons&amp;diff=2839"/>
		<updated>2017-09-07T11:26:57Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
==Knucks==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=Physical|DV=(STR+1)P&lt;br /&gt;
|Availability=2R|Cost=100&lt;br /&gt;
|Special=;Skill:Unarmed Combat Skill&lt;br /&gt;
|Description=These may be traditional fist-load weapons like '''brass knuckles''', or modern '''Hardliner Gloves''' with a thin layer of densiplast located the knuckles and the edge of the hand. Either way they substantially boost the impact of a punch, making it potentially deadly.&lt;br /&gt;
}}&lt;br /&gt;
==Shock Gloves==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=Physical|DV=8S(e)|AP=-5&lt;br /&gt;
|Availability=6R|Cost=550&lt;br /&gt;
|Special=;Skill:Unarmed Combat Skill&lt;br /&gt;
;Wireless:The shock gloves recharge by induction, regaining one charge per full hour of wireless-enabled time.&lt;br /&gt;
|Description=These electrically insulated gloves have a wire mesh that discharges electric current with a punch or a simple touch. The gloves deal '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]''' and are good for ten charges before they need to be plugged in and recharged (at a rate of one charge per ten seconds).&lt;br /&gt;
}}&lt;br /&gt;
==Plasteel Toe Boots==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=Physical|DV=(STR+1)P&lt;br /&gt;
|Availability=2|Cost=200&lt;br /&gt;
|Special=;Skill:Unarmed Combat Skill&lt;br /&gt;
|Description=Common safety wear for most dangerous jobs, these also do for your feet what knucks do for your hands (meaning kick attacks deal physical damage). These boots are used by corp security and gangers alike. While highly protective, they are too big and clunky to be helpful while being stealthy. Auditory Perception Tests against you receive a +1 dice bonus.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2838</id>
		<title>SR5:Weapons:Light Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2838"/>
		<updated>2017-09-07T11:22:19Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Light pistols are highly accurate and fairly concealable, occupying a comfortable middle ground between Hold-outs and Heavy Pistols. They’re extremely common on the streets. Use the Pistols skill when firing a light pistol. Light pistols can take top- and barrel-mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Light Pistol&lt;br /&gt;
|0–5||6–15||16–30||31–50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 70==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=7|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=3R|Cost=200&lt;br /&gt;
|Description=The Ares Light Fire 70 is one of the most common pistols on the market. A special barrel-mounted silencer developed exclusively for the Light Fire 70 is available that gives you an additional –1 dice pool modifier to the usual –4 (for a total of –5); this silencer costs 750¥.&lt;br /&gt;
|Special=;Special Barrel-Mounted Silencer&lt;br /&gt;
:Costs 750¥&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 75==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (8)|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=6F|Cost=1,250&lt;br /&gt;
|Description=Designed based on one of the most common pistols on the market, the Light Fire is a weapon for special operators, not commonly available through legal channels. A special barrel-mounted silencer developed exclusively for the Light Fire comes attached, applying an additional –1 dice pool modifier to the modifier usually provided by silencers. In addition to its integral silencer, the Ares Light Fire 75 includes a smartgun system.&lt;br /&gt;
|Special=;Modifiers:Smartgun System&lt;br /&gt;
:Special Silencer&lt;br /&gt;
;Special Silencer:Comes Attached&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Beretta 201T==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=6P|Modes=SA / BF|RC=(1)|Ammo=21(c)&lt;br /&gt;
|Availability=7R|Cost=210&lt;br /&gt;
|Description=This light sidearm is used by many security professionals. It is capable of burst fire. Since the 201T is classified as a light pistol without further limitations, it is quite popular with security agencies in countries where heavy pistols and machine pistols are hard to come by legally. Semi-automatic bursts using the Beretta 201T require a Simple Action. The weapon includes a detachable shoulder stock.&lt;br /&gt;
|Special=;Simple Action:Semi-Auto Bursts&lt;br /&gt;
;Modifier:Detachable Shoulder Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt America L36==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Colt America L36.png&lt;br /&gt;
|Accuracy=7|DV=7P|Modes=SA|Ammo=11(c)&lt;br /&gt;
|Availability=4R|Cost=320&lt;br /&gt;
|Description=A venerable pistol with a great reputation. This basic firearm is cheap, easily concealed, and nearly ubiquitous. A perfect throwaway weapon.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Executive Action==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Fichetti Executive Action.png&lt;br /&gt;
|Name=Fichetti Executive Action&lt;br /&gt;
|Accuracy=6|DV=7P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Description=“Manage your danger with Executive Action!” is the latest in a long series of taglines for this pistol, which incorporates a burst-fire option as standard. With no other truly compelling features, marketing is what this firearm mostly has going for it, but that appears to be all it needs to keep selling well.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Security 600==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (7)|DV=7P|Modes=SA|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Availability=6R|Cost=350&lt;br /&gt;
|Description=A light sidearm for security forces, this weapon’s highly efficient feeding mechanism allows it a thirty-round magazine. The Fichetti Security 600 comes with a detachable folding stock and laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
:Detachable Folding Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nitama Sporter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Nitama Sporter.png&lt;br /&gt;
|Name=Nitama Sporter&lt;br /&gt;
|Accuracy=6(7)|DV=6P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades:Laser sight&lt;br /&gt;
;Range:The Nitama Sporter uses Heavy Pistol ranges.&lt;br /&gt;
|Description=Made from twenty different MAD-defeating components that appear to be everyday items (such as jewelry and commlink add-ons), this pistol is a choice weapon to sneak into areas illegally. It is difficult but not impossible to figure out that the disparate items are actually part of a firearm. It helps, of course, if you’ve seen one before.&lt;br /&gt;
|Jackpoint=*You know what makes it easier to identify? The fact that the jewelry some of the pieces turn into are clunky and tough to match with anything in my wardrobe.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Armaments Puzzler==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Shiawase Armaments Puzzler.png&lt;br /&gt;
|Name=Shiawase Armaments Puzzler&lt;br /&gt;
|Accuracy=4|DV=6P|Ammo=12(c)|Availability=14R|Cost=900&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Recognize Weapon:Recognizing the components of a Puzzler as belonging to a firearm when it is disassembled requires an Armorer + Logic (Mental) (3) or Perception + Intuition (Mental) (4) test.&lt;br /&gt;
;Assemble/Disassemble:Assembling or disassembling the Puzzler from its concealable parts or pistol mode requires an Armorer + Logic (Mental) (6, 1 minute) Extended Test. &lt;br /&gt;
:A glitch on the test means you have to start over&lt;br /&gt;
:A critical glitch breaks one of the pieces, which will need to be repaired before the weapon can be used.&lt;br /&gt;
|Description=“A perfect pistol for the inexperienced, small-framed metahuman” is often how gun shop clerks describe this lightweight, sleek, and long-barreled pistol. With a built-in laser sight, low felt-recoil, and a small internal magazine, it is a popular home-defense weapon.&lt;br /&gt;
|Jackpoint=*Popular for home defense of SINners with no criminal background, that is. Most folks in the shadows prefer something a bit more impressive. Also, “small-framed metahumans” is ad-speak for “women,” which explains why the posters for this gun typically have a size-zero human or elven woman in it. At least they keep their clothing on, usually.&lt;br /&gt;
**Pistons&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Taurus Omni-6==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Taurus Omni-6.png&lt;br /&gt;
|Accuracy=5(6)|DV=6P/7P|AP=0/–1|Modes=SA/SS|Ammo=6(cy)&lt;br /&gt;
|Availability=3R|Cost=300&lt;br /&gt;
|Description=This reliable, rugged revolver is specially designed to handle a wide variety of ammunition. Popular with hobbyists and hand-loaders, the Omni-6 comes with some interchangeable cylinders so it can take either cased or caseless, light pistol or heavy pistol ammo. When firing light pistol rounds, the Omni-6 is semi-automatic (SA) and has a base DV of 6P, and when it fires heavy pistol ammo it has only single shot mode (SS), and a base DV of 7P and –1 AP. The Omni-6 includes an integral laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
;Interchangeable Cylinders:Light Pistol Ammo (Mode SA, DV 6P, AP 0)&lt;br /&gt;
:Heavy Pistol Amomo (Mode SS, DV 7P, AP -1)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Agent Special==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Agent Special.png&lt;br /&gt;
|Accuracy=5|DV=8P|Modes=SA|Ammo=8(c)|Availability=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=The Agent Special has been one of Colt’s bestsellers since its introduction over a century ago, and continuing updates and upgrades keep it more than relevant. The weapon’s large caliber makes it popular with shooters who prefer hitting power over range. The short barrel also reduces the round’s penetrative power, but the ability to use the same ammunition as a heavy pistol means that some organizations are turning to this steady performer to simplify their logistics.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:None&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*A few minor security companies have starting issuing these to their guards to replace the older Fichetti security models. The guards lose some ammo capacity, but whatever they hit, they hurt.&lt;br /&gt;
**Snopes&lt;br /&gt;
*Wolverine Security authorized them as a backup to their normal large-caliber pistols. I guess an accountant explained they could save money and make bigger holes in people at the same time. Win-win.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*The reduction in warehousing and purchasing costs can be significant for some organizations, but I doubt a company as large as Wolverine will see significant enough savings to worry about phasing out a small pistol and its ammunition.&lt;br /&gt;
**Mr. Bonds&lt;br /&gt;
*Fun fact: The pistol is named the “agent,” but no intelligence organizations have officially added them to their inventories.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cavalier Arms Adder Slivergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Accuracy=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Availability=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Oddly enough, this gun was developed as a lightweight personal protection weapon for a mail-delivery corp. Management’s logic was that ﬂechette ammo would be more effective against aggressive dogs and similar paracritters while being less intimidating to customers. It is reminiscent of a pared-down Ares Viper Slivergun. With the modifcation of an aftermarket silencer, this gun is exceptionally handy for sneaking into a location&lt;br /&gt;
and striking while the target’s guard is down.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2837</id>
		<title>SR5:Weapons:Light Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2837"/>
		<updated>2017-09-07T11:09:08Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Light pistols are highly accurate and fairly concealable, occupying a comfortable middle ground between Hold-outs and Heavy Pistols. They’re extremely common on the streets. Use the Pistols skill when firing a light pistol. Light pistols can take top- and barrel-mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Light Pistol&lt;br /&gt;
|0–5||6–15||16–30||31–50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun|Acc=5|DV=8P|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 70==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=7|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=3R|Cost=200&lt;br /&gt;
|Description=The Ares Light Fire 70 is one of the most common pistols on the market. A special barrel-mounted silencer developed exclusively for the Light Fire 70 is available that gives you an additional –1 dice pool modifier to the usual –4 (for a total of –5); this silencer costs 750¥.&lt;br /&gt;
|Special=;Special Barrel-Mounted Silencer&lt;br /&gt;
:Costs 750¥&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 75==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (8)|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=6F|Cost=1,250&lt;br /&gt;
|Description=Designed based on one of the most common pistols on the market, the Light Fire is a weapon for special operators, not commonly available through legal channels. A special barrel-mounted silencer developed exclusively for the Light Fire comes attached, applying an additional –1 dice pool modifier to the modifier usually provided by silencers. In addition to its integral silencer, the Ares Light Fire 75 includes a smartgun system.&lt;br /&gt;
|Special=;Modifiers:Smartgun System&lt;br /&gt;
:Special Silencer&lt;br /&gt;
;Special Silencer:Comes Attached&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Beretta 201T==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=6P|Modes=SA / BF|RC=(1)|Ammo=21(c)&lt;br /&gt;
|Availability=7R|Cost=210&lt;br /&gt;
|Description=This light sidearm is used by many security professionals. It is capable of burst fire. Since the 201T is classified as a light pistol without further limitations, it is quite popular with security agencies in countries where heavy pistols and machine pistols are hard to come by legally. Semi-automatic bursts using the Beretta 201T require a Simple Action. The weapon includes a detachable shoulder stock.&lt;br /&gt;
|Special=;Simple Action:Semi-Auto Bursts&lt;br /&gt;
;Modifier:Detachable Shoulder Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt America L36==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Colt America L36.png&lt;br /&gt;
|Accuracy=7|DV=7P|Modes=SA|Ammo=11(c)&lt;br /&gt;
|Availability=4R|Cost=320&lt;br /&gt;
|Description=A venerable pistol with a great reputation. This basic firearm is cheap, easily concealed, and nearly ubiquitous. A perfect throwaway weapon.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Executive Action==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Fichetti Executive Action.png&lt;br /&gt;
|Name=Fichetti Executive Action&lt;br /&gt;
|Accuracy=6|DV=7P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Description=“Manage your danger with Executive Action!” is the latest in a long series of taglines for this pistol, which incorporates a burst-fire option as standard. With no other truly compelling features, marketing is what this firearm mostly has going for it, but that appears to be all it needs to keep selling well.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Security 600==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (7)|DV=7P|Modes=SA|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Availability=6R|Cost=350&lt;br /&gt;
|Description=A light sidearm for security forces, this weapon’s highly efficient feeding mechanism allows it a thirty-round magazine. The Fichetti Security 600 comes with a detachable folding stock and laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
:Detachable Folding Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nitama Sporter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Nitama Sporter.png&lt;br /&gt;
|Name=Nitama Sporter&lt;br /&gt;
|Accuracy=6(7)|DV=6P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades:Laser sight&lt;br /&gt;
;Range:The Nitama Sporter uses Heavy Pistol ranges.&lt;br /&gt;
|Description=Made from twenty different MAD-defeating components that appear to be everyday items (such as jewelry and commlink add-ons), this pistol is a choice weapon to sneak into areas illegally. It is difficult but not impossible to figure out that the disparate items are actually part of a firearm. It helps, of course, if you’ve seen one before.&lt;br /&gt;
|Jackpoint=*You know what makes it easier to identify? The fact that the jewelry some of the pieces turn into are clunky and tough to match with anything in my wardrobe.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Armaments Puzzler==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Shiawase Armaments Puzzler.png&lt;br /&gt;
|Name=Shiawase Armaments Puzzler&lt;br /&gt;
|Accuracy=4|DV=6P|Ammo=12(c)|Availability=14R|Cost=900&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Recognize Weapon:Recognizing the components of a Puzzler as belonging to a firearm when it is disassembled requires an Armorer + Logic (Mental) (3) or Perception + Intuition (Mental) (4) test.&lt;br /&gt;
;Assemble/Disassemble:Assembling or disassembling the Puzzler from its concealable parts or pistol mode requires an Armorer + Logic (Mental) (6, 1 minute) Extended Test. &lt;br /&gt;
:A glitch on the test means you have to start over&lt;br /&gt;
:A critical glitch breaks one of the pieces, which will need to be repaired before the weapon can be used.&lt;br /&gt;
|Description=“A perfect pistol for the inexperienced, small-framed metahuman” is often how gun shop clerks describe this lightweight, sleek, and long-barreled pistol. With a built-in laser sight, low felt-recoil, and a small internal magazine, it is a popular home-defense weapon.&lt;br /&gt;
|Jackpoint=*Popular for home defense of SINners with no criminal background, that is. Most folks in the shadows prefer something a bit more impressive. Also, “small-framed metahumans” is ad-speak for “women,” which explains why the posters for this gun typically have a size-zero human or elven woman in it. At least they keep their clothing on, usually.&lt;br /&gt;
**Pistons&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Taurus Omni-6==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Taurus Omni-6.png&lt;br /&gt;
|Accuracy=5(6)|DV=6P/7P|AP=0/–1|Modes=SA/SS|Ammo=6(cy)&lt;br /&gt;
|Availability=3R|Cost=300&lt;br /&gt;
|Description=This reliable, rugged revolver is specially designed to handle a wide variety of ammunition. Popular with hobbyists and hand-loaders, the Omni-6 comes with some interchangeable cylinders so it can take either cased or caseless, light pistol or heavy pistol ammo. When firing light pistol rounds, the Omni-6 is semi-automatic (SA) and has a base DV of 6P, and when it fires heavy pistol ammo it has only single shot mode (SS), and a base DV of 7P and –1 AP. The Omni-6 includes an integral laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
;Interchangeable Cylinders:Light Pistol Ammo (Mode SA, DV 6P, AP 0)&lt;br /&gt;
:Heavy Pistol Amomo (Mode SS, DV 7P, AP -1)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Agent Special==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Agent Special.png&lt;br /&gt;
|Accuracy=5|DV=8P|Modes=SA|Ammo=8(c)|Availability=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=The Agent Special has been one of Colt’s bestsellers since its introduction over a century ago, and continuing updates and upgrades keep it more than relevant. The weapon’s large caliber makes it popular with shooters who prefer hitting power over range. The short barrel also reduces the round’s penetrative power, but the ability to use the same ammunition as a heavy pistol means that some organizations are turning to this steady performer to simplify their logistics.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:None&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*A few minor security companies have starting issuing these to their guards to replace the older Fichetti security models. The guards lose some ammo capacity, but whatever they hit, they hurt.&lt;br /&gt;
**Snopes&lt;br /&gt;
*Wolverine Security authorized them as a backup to their normal large-caliber pistols. I guess an accountant explained they could save money and make bigger holes in people at the same time. Win-win.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*The reduction in warehousing and purchasing costs can be significant for some organizations, but I doubt a company as large as Wolverine will see significant enough savings to worry about phasing out a small pistol and its ammunition.&lt;br /&gt;
**Mr. Bonds&lt;br /&gt;
*Fun fact: The pistol is named the “agent,” but no intelligence organizations have officially added them to their inventories.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cavalier Arms Adder Slivergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Accuracy=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Availability=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Oddly enough, this gun was developed as a lightweight personal protection weapon for a mail-delivery corp. Management’s logic was that ﬂechette ammo would be more effective against aggressive dogs and similar paracritters while being less intimidating to customers. It is reminiscent of a pared-down Ares Viper Slivergun. With the modifcation of an aftermarket silencer, this gun is exceptionally handy for sneaking into a location&lt;br /&gt;
and striking while the target’s guard is down.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2836</id>
		<title>SR5:Weapons:Light Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Light_Pistol&amp;diff=2836"/>
		<updated>2017-09-07T11:07:26Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Light pistols are highly accurate and fairly concealable, occupying a comfortable middle ground between Hold-outs and Heavy Pistols. They’re extremely common on the streets. Use the Pistols skill when firing a light pistol. Light pistols can take top- and barrel-mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Light Pistol&lt;br /&gt;
|0–5||6–15||16–30||31–50&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 70==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=7|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=3R|Cost=200&lt;br /&gt;
|Description=The Ares Light Fire 70 is one of the most common pistols on the market. A special barrel-mounted silencer developed exclusively for the Light Fire 70 is available that gives you an additional –1 dice pool modifier to the usual –4 (for a total of –5); this silencer costs 750¥.&lt;br /&gt;
|Special=;Special Barrel-Mounted Silencer&lt;br /&gt;
:Costs 750¥&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Light Fire 75==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (8)|DV=6P|Modes=SA|Ammo=16(c)&lt;br /&gt;
|Availability=6F|Cost=1,250&lt;br /&gt;
|Description=Designed based on one of the most common pistols on the market, the Light Fire is a weapon for special operators, not commonly available through legal channels. A special barrel-mounted silencer developed exclusively for the Light Fire comes attached, applying an additional –1 dice pool modifier to the modifier usually provided by silencers. In addition to its integral silencer, the Ares Light Fire 75 includes a smartgun system.&lt;br /&gt;
|Special=;Modifiers:Smartgun System&lt;br /&gt;
:Special Silencer&lt;br /&gt;
;Special Silencer:Comes Attached&lt;br /&gt;
:Additional -1 DP Modifier to usual -4 (Total -5)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Beretta 201T==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=6P|Modes=SA / BF|RC=(1)|Ammo=21(c)&lt;br /&gt;
|Availability=7R|Cost=210&lt;br /&gt;
|Description=This light sidearm is used by many security professionals. It is capable of burst fire. Since the 201T is classified as a light pistol without further limitations, it is quite popular with security agencies in countries where heavy pistols and machine pistols are hard to come by legally. Semi-automatic bursts using the Beretta 201T require a Simple Action. The weapon includes a detachable shoulder stock.&lt;br /&gt;
|Special=;Simple Action:Semi-Auto Bursts&lt;br /&gt;
;Modifier:Detachable Shoulder Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt America L36==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Colt America L36.png&lt;br /&gt;
|Accuracy=7|DV=7P|Modes=SA|Ammo=11(c)&lt;br /&gt;
|Availability=4R|Cost=320&lt;br /&gt;
|Description=A venerable pistol with a great reputation. This basic firearm is cheap, easily concealed, and nearly ubiquitous. A perfect throwaway weapon.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Executive Action==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Fichetti Executive Action.png&lt;br /&gt;
|Name=Fichetti Executive Action&lt;br /&gt;
|Accuracy=6|DV=7P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Description=“Manage your danger with Executive Action!” is the latest in a long series of taglines for this pistol, which incorporates a burst-fire option as standard. With no other truly compelling features, marketing is what this firearm mostly has going for it, but that appears to be all it needs to keep selling well.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fichetti Security 600==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6 (7)|DV=7P|Modes=SA|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Availability=6R|Cost=350&lt;br /&gt;
|Description=A light sidearm for security forces, this weapon’s highly efficient feeding mechanism allows it a thirty-round magazine. The Fichetti Security 600 comes with a detachable folding stock and laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
:Detachable Folding Stock&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nitama Sporter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Nitama Sporter.png&lt;br /&gt;
|Name=Nitama Sporter&lt;br /&gt;
|Accuracy=6(7)|DV=6P|Ammo=18(c)|Availability=10R|Cost=300&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades:Laser sight&lt;br /&gt;
;Range:The Nitama Sporter uses Heavy Pistol ranges.&lt;br /&gt;
|Description=Made from twenty different MAD-defeating components that appear to be everyday items (such as jewelry and commlink add-ons), this pistol is a choice weapon to sneak into areas illegally. It is difficult but not impossible to figure out that the disparate items are actually part of a firearm. It helps, of course, if you’ve seen one before.&lt;br /&gt;
|Jackpoint=*You know what makes it easier to identify? The fact that the jewelry some of the pieces turn into are clunky and tough to match with anything in my wardrobe.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shiawase Armaments Puzzler==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol|Image=SR5 Weapon Shiawase Armaments Puzzler.png&lt;br /&gt;
|Name=Shiawase Armaments Puzzler&lt;br /&gt;
|Accuracy=4|DV=6P|Ammo=12(c)|Availability=14R|Cost=900&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Recognize Weapon:Recognizing the components of a Puzzler as belonging to a firearm when it is disassembled requires an Armorer + Logic (Mental) (3) or Perception + Intuition (Mental) (4) test.&lt;br /&gt;
;Assemble/Disassemble:Assembling or disassembling the Puzzler from its concealable parts or pistol mode requires an Armorer + Logic (Mental) (6, 1 minute) Extended Test. &lt;br /&gt;
:A glitch on the test means you have to start over&lt;br /&gt;
:A critical glitch breaks one of the pieces, which will need to be repaired before the weapon can be used.&lt;br /&gt;
|Description=“A perfect pistol for the inexperienced, small-framed metahuman” is often how gun shop clerks describe this lightweight, sleek, and long-barreled pistol. With a built-in laser sight, low felt-recoil, and a small internal magazine, it is a popular home-defense weapon.&lt;br /&gt;
|Jackpoint=*Popular for home defense of SINners with no criminal background, that is. Most folks in the shadows prefer something a bit more impressive. Also, “small-framed metahumans” is ad-speak for “women,” which explains why the posters for this gun typically have a size-zero human or elven woman in it. At least they keep their clothing on, usually.&lt;br /&gt;
**Pistons&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Taurus Omni-6==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Taurus Omni-6.png&lt;br /&gt;
|Accuracy=5(6)|DV=6P/7P|AP=0/–1|Modes=SA/SS|Ammo=6(cy)&lt;br /&gt;
|Availability=3R|Cost=300&lt;br /&gt;
|Description=This reliable, rugged revolver is specially designed to handle a wide variety of ammunition. Popular with hobbyists and hand-loaders, the Omni-6 comes with some interchangeable cylinders so it can take either cased or caseless, light pistol or heavy pistol ammo. When firing light pistol rounds, the Omni-6 is semi-automatic (SA) and has a base DV of 6P, and when it fires heavy pistol ammo it has only single shot mode (SS), and a base DV of 7P and –1 AP. The Omni-6 includes an integral laser sight.&lt;br /&gt;
|Special=;Modifiers:Laser Sight&lt;br /&gt;
;Interchangeable Cylinders:Light Pistol Ammo (Mode SA, DV 6P, AP 0)&lt;br /&gt;
:Heavy Pistol Amomo (Mode SS, DV 7P, AP -1)&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Agent Special==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Agent Special.png&lt;br /&gt;
|Accuracy=5|DV=8P|Modes=SA|Ammo=8(c)|Availability=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=The Agent Special has been one of Colt’s bestsellers since its introduction over a century ago, and continuing updates and upgrades keep it more than relevant. The weapon’s large caliber makes it popular with shooters who prefer hitting power over range. The short barrel also reduces the round’s penetrative power, but the ability to use the same ammunition as a heavy pistol means that some organizations are turning to this steady performer to simplify their logistics.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:None&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*A few minor security companies have starting issuing these to their guards to replace the older Fichetti security models. The guards lose some ammo capacity, but whatever they hit, they hurt.&lt;br /&gt;
**Snopes&lt;br /&gt;
*Wolverine Security authorized them as a backup to their normal large-caliber pistols. I guess an accountant explained they could save money and make bigger holes in people at the same time. Win-win.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*The reduction in warehousing and purchasing costs can be significant for some organizations, but I doubt a company as large as Wolverine will see significant enough savings to worry about phasing out a small pistol and its ammunition.&lt;br /&gt;
**Mr. Bonds&lt;br /&gt;
*Fun fact: The pistol is named the “agent,” but no intelligence organizations have officially added them to their inventories.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Cavalier Arms Adder Slivergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Light Pistol&lt;br /&gt;
|Accuracy=5|DV=8P(f)|Modes=SA|Ammo=20(c)|Availability=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Oddly enough, this gun was developed as a lightweight personal protection weapon for a mail-delivery corp. Management’s logic was that ﬂechette ammo would be more effective against aggressive dogs and similar paracritters while being less intimidating to customers. It is reminiscent of a pared-down Ares Viper Slivergun. With the modifcation of an aftermarket silencer, this gun is exceptionally handy for sneaking into a location&lt;br /&gt;
and striking while the target’s guard is down.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2835</id>
		<title>SR5:Weapons:Heavy Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2835"/>
		<updated>2017-09-07T11:05:07Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Heavy pistols are powerful sidearms that are a good compromise between concealability and firepower. When you shoot a heavy pistol, you use the Pistols skill. Heavy pistols can take top- and barrel- mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Heavy Pistol&lt;br /&gt;
|0–5||6–20||21–40||41–60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Revolver barrel)&lt;br /&gt;
|Acc=5|DV=8P|AP=-1|Ammo=9(cy)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Shotgun barrel)&lt;br /&gt;
|Acc=5|DV=10P(f)|AP=+4|Ammo=1(b)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Predator V==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ares Predator V.png&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=–1|Modes=SA|Ammo=15(c)&lt;br /&gt;
|Availability=5R|Cost=725&lt;br /&gt;
|Description=The newest iteration of the most popular handgun in the world, especially with mercenaries and shadowrunners. Upgraded with improved ergonomics and handling features, the Ares Predator V includes a smartgun system. Some say that the Ares Predator V isn’t better than other guns in its class, but no one can argue that it has better brand recognition.&lt;br /&gt;
|Special=;Modifiers:Smartgun&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Viper Silvergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9P(f)|AP=+4|Modes=SA/BF|Ammo=30(c)&lt;br /&gt;
|Availability=8F|Cost=380&lt;br /&gt;
|Description=The sleek Slivergun pairs the undeniably winning combo of burst-fire capability and built-in sound suppression (an integral silencer, p. 432) with its large magazine capacity. It fires metal slivers that count as flechette ammunition, which is factored into the weapon’s damage code.&lt;br /&gt;
|Special=;Modifiers:Integral Silencer&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Ultra-Power==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5(6)|DV=8P|AP=–1|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=4R|Cost=640&lt;br /&gt;
|Description=This venerable sidearm is the Ares Predator’s primary competition as the world’s toughest heavy pistol. It offers a built-in top-mounted laser sight and is slightly cheaper.&lt;br /&gt;
|Special=;Modifiers:'''TOP''':Integral Laser Sight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cavalier Deputy==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Cavalier Deputy.png&lt;br /&gt;
|Weapon=Cavalier Deputy&lt;br /&gt;
|Accuracy=6|DV=7P|AP=-1|Ammo=7(cy)|Availability=3R|Cost=225&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the return of Western aesthetics in fashion, the Deputy has become a choice for modern-day urban cowboys and gunslingers. Less punishing to the wrist and carrying a seven-chamber cylinder, this pistol is a choice competitor to the Ruger Super Warhawk.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Colt Government 2066==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=7P|AP=–1|Modes=SA|Ammo=14(c)&lt;br /&gt;
|Availability=7R|Cost=425&lt;br /&gt;
|Description=This government-issue weapon, styled after the legendary Colt M1911a1, uses an electrically induced spark to detonate the bullet’s propellants. The removal of most moving parts from the firing mechanism gives this weapon a reputation for being exceptionally reliable.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Onotari Arms Violator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Onotari Arms Violator.png&lt;br /&gt;
|Weapon=Onotari Arms Violator&lt;br /&gt;
|Accuracy=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Availability=7R|Cost=550&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades: Advanced safety system, internal smartgun, safe target system base&lt;br /&gt;
|Description=Constantly updated to take advantage of its reputation for using the latest integrated electronics and modern materials, this pistol has become the poster child on gun ranges everywhere as the latest for cutting-edge shootists. It comes with a smartlink, basic safe target system, and an advanced safety system (also basic), all updated constantly for a modest annual fee to Onotari Arms. A patented delayed-recoil operation, along with caseless ammunition to cut down on moving parts, help with making tight, double-tapped groups in targets.&lt;br /&gt;
|Jackpoint=*Tech geeks everywhere love this thing—on the other side of a fight, since it can do so much once you hack into it. If you’ve got one, make sure you protect it properly!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==PSK-3 Collapsible Heavy Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon PSK-3 Collapsible Heavy Pistol.png&lt;br /&gt;
|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Accuracy=4|DV=8P|AP=-1|Ammo=10(c)|Availability=16F|Cost=1,050&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed for the Russian UGB secret police in 2061, this pistol is able to fold up into a box barely larger than an old-style wallet when the clip is removed. Formerly a clandestine weapon made only for the UGB, information about it leaked to the public rather quickly and it became a popular choice for protection details and spy agencies around the world. Able to flip into combat mode with the press of a single button, it requires a custom silencer that must be bought separately for 700¥.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Savalette Guardian==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Savalette Guardian.png&lt;br /&gt;
|Weapon=Savalette Guardian&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Availability=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Special=;Standard upgrades:Smartlink&lt;br /&gt;
|Description=This heavily chromed street monster of a pistol has been popular in the shadows for over two decades. A heavy pistol with an integrated smartgun link, an internal micro-gyro recoil absorption system, and the option for burst firing, it’s a very reasonable weapon for an experienced owner who expects to be in heavy combat.&lt;br /&gt;
|Jackpoint=*A lot of private investigators and bodyguards who work in nasty places or with nasty people carry this. The micro-gyro system requires a lot of maintenance, but it’s worth it!&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Remington Roomsweeper==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Remington Roomsweeper.png&lt;br /&gt;
|Accuracy=4|DV=7P|AP=–1|Modes=SA|Ammo=8(m)&lt;br /&gt;
|Availability=6R|Cost=250&lt;br /&gt;
|Description=This is really more of a short-barreled shotgun than a pistol. When loaded with shot rounds (flechette) rather than solid slugs, it uses Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).&lt;br /&gt;
|Special=;Flechette Ammo:DV 9P(f), AP +4&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Warhawk==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=9P|AP=–2|Modes=SS|Ammo=6(cy)&lt;br /&gt;
|Availability=4R|Cost=400&lt;br /&gt;
|Description=This revolver is as loud as a jet liner and twice as shiny. It’s also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Future Frontier==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Future Frontier.png&lt;br /&gt;
|Accuracy=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Availability=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=This large-frame pistol harkens back to the days of the Wild West with its classic grip and stylistic elements. Combined with modern manufacturing techniques and metallurgy, the Future Frontier provides the discriminating shooter with the best of both worlds. A redesign of the spring mechanism allows for ease of maintenance and replacement by certified personnel, while the enlarged cylinder handles a number of nostalgic calibers and propellant loads. This is a thorough redesign of a pistol that helped expand a nation, providing yet another reason to Trust the Legend™.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Melee Hardening&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*What a load of drek. The primary suggested loads for this pistol are unjacketed compressed light-metal bullets. Who uses those things?&lt;br /&gt;
**Bull&lt;br /&gt;
*The Wild West Reenactment Society switched to them for all competitions after the green movement managed to outlaw unjacketed lead at a number of their ranges.&lt;br /&gt;
**Glitch&lt;br /&gt;
*And who here is likely to use one of these, Glitch? I doubt anyone even considers this a decent home-defense piece.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*Perhaps not, but I had a client who kept a pair of these loaded in a wall display. They came in handy when the assassin brought his assault team friends to the house with him. They made big enough holes in the window for the client to get out while the assailants were trying to figure out what was going on. Having a weapon hiding in plain sight is not a bad idea.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Manhunter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=|DV=8P|AP=–1|Modes=SA|Ammo=16(c)|Availability=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Falling a distant third place between the constant advertising battle between the Savalette Guardian and the Ares Predator V, Colt has taken a different track with the latest iteration of the Manhunter. Removingt the smartlink and the associated features like electronic safety and clip ejection, and shifting everything back to traditional mechanical mechanisms with the exception of a holographic sight (p. 181). The worst a hacker can do is make you slightly less accurate with this gun and that appeals to a lot of the less technologically minded consumers. While production numbers are currently significantly smaller than its competitors, it is still readily available and a common sight on the streets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lemat 2072==&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Revolver barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=8P|AP=-1|Modes=SS|Ammo=9(cy)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Shotgun barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=10P(f)|AP=+4|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=This surprising offering from Krupp Arms is a throwback to the rare pistol used in the Confederacy during the Civil War. This pistol uses a double-barrel design with the cylinder rotating around a large central chamber that holds a single 20-gauge shotgun shell (most commonly loaded with a ﬂechette round). A bit large for human hands with a strong kick, it fits well in larger metahuman hands. This design combined with the Kriegfaust has some speculating that Krupp may be trying to compete with Krime for the metahuman weapons market. Switching the firing mode to fire the central shotgun chamber requires a Simple Action. This function is controlled by the custom-built ammo skip system included with this model. &lt;br /&gt;
&lt;br /&gt;
Wireless bonus: Switching the fire mode becomes a Free Action.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2834</id>
		<title>SR5:Weapons:Heavy Pistol</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Weapons:Heavy_Pistol&amp;diff=2834"/>
		<updated>2017-09-07T11:03:39Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
Heavy pistols are powerful sidearms that are a good compromise between concealability and firepower. When you shoot a heavy pistol, you use the Pistols skill. Heavy pistols can take top- and barrel- mounted accessories.&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;5&amp;quot;|Ranges&lt;br /&gt;
|-&lt;br /&gt;
!DP Modifier!!SHORT&amp;lt;br/&amp;gt;+0!!MEDIUM&amp;lt;br/&amp;gt;-1!!LONG&amp;lt;br/&amp;gt;-3!!EXTREME&amp;lt;br/&amp;gt;-6&lt;br /&gt;
|-&lt;br /&gt;
!Heavy Pistol&lt;br /&gt;
|0–5||6–20||21–40||41–60&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Revolver barrel)&lt;br /&gt;
|Acc=5|DV=8P|AP=-1|Ammo=9(cy)|Avail=5R|Cost=700&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072 (Shotgun barrel)&lt;br /&gt;
|Acc=5|DV=10P(f)|AP=+4|Ammo=1(b)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ares Predator V==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Ares Predator V.png&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=–1|Modes=SA|Ammo=15(c)&lt;br /&gt;
|Availability=5R|Cost=725&lt;br /&gt;
|Description=The newest iteration of the most popular handgun in the world, especially with mercenaries and shadowrunners. Upgraded with improved ergonomics and handling features, the Ares Predator V includes a smartgun system. Some say that the Ares Predator V isn’t better than other guns in its class, but no one can argue that it has better brand recognition.&lt;br /&gt;
|Special=;Modifiers:Smartgun&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ares Viper Silvergun==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9P(f)|AP=+4|Modes=SA/BF|Ammo=30(c)&lt;br /&gt;
|Availability=8F|Cost=380&lt;br /&gt;
|Description=The sleek Slivergun pairs the undeniably winning combo of burst-fire capability and built-in sound suppression (an integral silencer, p. 432) with its large magazine capacity. It fires metal slivers that count as flechette ammunition, which is factored into the weapon’s damage code.&lt;br /&gt;
|Special=;Modifiers:Integral Silencer&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Browning Ultra-Power==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5(6)|DV=8P|AP=–1|Modes=SA|Ammo=10(c)&lt;br /&gt;
|Availability=4R|Cost=640&lt;br /&gt;
|Description=This venerable sidearm is the Ares Predator’s primary competition as the world’s toughest heavy pistol. It offers a built-in top-mounted laser sight and is slightly cheaper.&lt;br /&gt;
|Special=;Modifiers:'''TOP''':Integral Laser Sight&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cavalier Deputy==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Cavalier Deputy.png&lt;br /&gt;
|Weapon=Cavalier Deputy&lt;br /&gt;
|Accuracy=6|DV=7P|AP=-1|Ammo=7(cy)|Availability=3R|Cost=225&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=With the return of Western aesthetics in fashion, the Deputy has become a choice for modern-day urban cowboys and gunslingers. Less punishing to the wrist and carrying a seven-chamber cylinder, this pistol is a choice competitor to the Ruger Super Warhawk.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Colt Government 2066==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=6|DV=7P|AP=–1|Modes=SA|Ammo=14(c)&lt;br /&gt;
|Availability=7R|Cost=425&lt;br /&gt;
|Description=This government-issue weapon, styled after the legendary Colt M1911a1, uses an electrically induced spark to detonate the bullet’s propellants. The removal of most moving parts from the firing mechanism gives this weapon a reputation for being exceptionally reliable.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Onotari Arms Violator==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Onotari Arms Violator.png&lt;br /&gt;
|Weapon=Onotari Arms Violator&lt;br /&gt;
|Accuracy=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Availability=7R|Cost=550&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=;Standard upgrades: Advanced safety system, internal smartgun, safe target system base&lt;br /&gt;
|Description=Constantly updated to take advantage of its reputation for using the latest integrated electronics and modern materials, this pistol has become the poster child on gun ranges everywhere as the latest for cutting-edge shootists. It comes with a smartlink, basic safe target system, and an advanced safety system (also basic), all updated constantly for a modest annual fee to Onotari Arms. A patented delayed-recoil operation, along with caseless ammunition to cut down on moving parts, help with making tight, double-tapped groups in targets.&lt;br /&gt;
|Jackpoint=*Tech geeks everywhere love this thing—on the other side of a fight, since it can do so much once you hack into it. If you’ve got one, make sure you protect it properly!&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==PSK-3 Collapsible Heavy Pistol==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon PSK-3 Collapsible Heavy Pistol.png&lt;br /&gt;
|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Accuracy=4|DV=8P|AP=-1|Ammo=10(c)|Availability=16F|Cost=1,050&lt;br /&gt;
|Modes=SA&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Designed for the Russian UGB secret police in 2061, this pistol is able to fold up into a box barely larger than an old-style wallet when the clip is removed. Formerly a clandestine weapon made only for the UGB, information about it leaked to the public rather quickly and it became a popular choice for protection details and spy agencies around the world. Able to flip into combat mode with the press of a single button, it requires a custom silencer that must be bought separately for 700¥.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Savalette Guardian==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol|Image=SR5 Weapon Savalette Guardian.png&lt;br /&gt;
|Weapon=Savalette Guardian&lt;br /&gt;
|Accuracy=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Availability=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF&lt;br /&gt;
|Special=;Standard upgrades:Smartlink&lt;br /&gt;
|Description=This heavily chromed street monster of a pistol has been popular in the shadows for over two decades. A heavy pistol with an integrated smartgun link, an internal micro-gyro recoil absorption system, and the option for burst firing, it’s a very reasonable weapon for an experienced owner who expects to be in heavy combat.&lt;br /&gt;
|Jackpoint=*A lot of private investigators and bodyguards who work in nasty places or with nasty people carry this. The micro-gyro system requires a lot of maintenance, but it’s worth it!&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Remington Roomsweeper==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Image=SR5 Weapon Remington Roomsweeper.png&lt;br /&gt;
|Accuracy=4|DV=7P|AP=–1|Modes=SA|Ammo=8(m)&lt;br /&gt;
|Availability=6R|Cost=250&lt;br /&gt;
|Description=This is really more of a short-barreled shotgun than a pistol. When loaded with shot rounds (flechette) rather than solid slugs, it uses Heavy Pistol ranges but shotgun rules (Shotguns, p. 180).&lt;br /&gt;
|Special=;Flechette Ammo:DV 9P(f), AP +4&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ruger Super Warhawk==&lt;br /&gt;
{{SR5:Ranged Weapon Template&lt;br /&gt;
|Accuracy=5|DV=9P|AP=–2|Modes=SS|Ammo=6(cy)&lt;br /&gt;
|Availability=4R|Cost=400&lt;br /&gt;
|Description=This revolver is as loud as a jet liner and twice as shiny. It’s also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.&lt;br /&gt;
|Special=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Future Frontier==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Image=SR5 Weapon Colt Future Frontier.png&lt;br /&gt;
|Accuracy=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Availability=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3&lt;br /&gt;
|Description=This large-frame pistol harkens back to the days of the Wild West with its classic grip and stylistic elements. Combined with modern manufacturing techniques and metallurgy, the Future Frontier provides the discriminating shooter with the best of both worlds. A redesign of the spring mechanism allows for ease of maintenance and replacement by certified personnel, while the enlarged cylinder handles a number of nostalgic calibers and propellant loads. This is a thorough redesign of a pistol that helped expand a nation, providing yet another reason to Trust the Legend™.&lt;br /&gt;
|Special=;Standard Upgrades/Accessories:Melee Hardening&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*What a load of drek. The primary suggested loads for this pistol are unjacketed compressed light-metal bullets. Who uses those things?&lt;br /&gt;
**Bull&lt;br /&gt;
*The Wild West Reenactment Society switched to them for all competitions after the green movement managed to outlaw unjacketed lead at a number of their ranges.&lt;br /&gt;
**Glitch&lt;br /&gt;
*And who here is likely to use one of these, Glitch? I doubt anyone even considers this a decent home-defense piece.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*Perhaps not, but I had a client who kept a pair of these loaded in a wall display. They came in handy when the assassin brought his assault team friends to the house with him. They made big enough holes in the window for the client to get out while the assailants were trying to figure out what was going on. Having a weapon hiding in plain sight is not a bad idea.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Colt Manhunter==&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=|DV=8P|AP=–1|Modes=SA|Ammo=16(c)|Availability=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=Falling a distant third place between the constant advertising battle between the Savalette Guardian and the Ares Predator V, Colt has taken a different track with the latest iteration of the Manhunter. Removingt the smartlink and the associated features like electronic safety and clip ejection, and shifting everything back to traditional mechanical mechanisms with the exception of a holographic sight (p. 181). The worst a hacker can do is make you slightly less accurate with this gun and that appeals to a lot of the less technologically minded consumers. While production numbers are currently significantly smaller than its competitors, it is still readily available and a common sight on the streets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lemat 2072==&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Revolver barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=8P|AP=-1|Modes=SS|Ammo=9(cy)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Lemat 2072 (Shotgun barrel)===&lt;br /&gt;
{{SR5:Ranged Weapon Template|Type=Heavy Pistol&lt;br /&gt;
|Accuracy=5|DV=10P(f)|AP=+4|Modes=SS|Ammo=1(b)&lt;br /&gt;
|Source=SR5:HT&lt;br /&gt;
|Description=This surprising offering from Krupp Arms is a throwback to the rare pistol used in the Confederacy during the Civil War. This pistol uses a double-barrel design with the cylinder rotating around a large central chamber that holds a single 20-gauge shotgun shell (most commonly loaded with a ﬂechette round). A bit large for human hands with a strong kick, it fts well in larger metahuman hands. This design combined with the Kriegfaust has some speculating that Krupp may be trying to compete with Krime for the metahuman weapons market. Switching the firing mode to fire the central shotgun chamber requires a Simple Action. This function is controlled by the custom-built ammo skip system included with this model. &lt;br /&gt;
&lt;br /&gt;
Wireless bonus: Switching the fire mode becomes a Free Action.&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor_Mod&amp;diff=2833</id>
		<title>SR5:Armor Mod</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor_Mod&amp;diff=2833"/>
		<updated>2017-09-07T10:39:48Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
Protection may be the primary purpose of armor, but it’s the extra tools, toys, and tricks that can really give most pieces of armor their personal appeal. I, and my suppliers, offer a full range of features and modifications for everything we sell.&lt;br /&gt;
&lt;br /&gt;
Any piece of worn armor can be upgraded with a range of modifications. The Capacity of a piece of armor is equal to its Armor Rating. Armor modifications have variable Capacity costs. Each modification also has a rating between 1 and 6, except as noted.&lt;br /&gt;
&lt;br /&gt;
==Chemical Protection==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating&lt;br /&gt;
|Description=Water-resistant, non-porous, impermeable materials, and a coating of neutralizing agents protect the wearer against contact-vector chemical attacks (Toxins, Drugs and BTLs, p. 408). Add the rating of the Chemical Protection modification to tests made to resist contact-vector toxin attacks.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Chemical Seal==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=6|Availability=12R|Cost=3,000&lt;br /&gt;
|Description=Available only to full body armor that includes a helmet, the chemical seal is an airtight environmental control that takes a Complex Action to activate (if you’re already wearing the armor, natch). It provides complete protection against contact and inhalation vector chemicals, but can only be used for a total of an hour (the limit of the air supply) at a time.&lt;br /&gt;
|Special=;Activate Seal:Complex Action&lt;br /&gt;
;Air Supply:1 Hour&lt;br /&gt;
;Wireless: Activating the chemical seal is a Free Action.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Fire Resistance==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating&lt;br /&gt;
|Description=Fire-retardant, nonflammable materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire damage]]'''. Add the full rating of the Fire Resistance modification to the Armor value when resisting Fire attacks or checking if the armor catches fire.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Insulation==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating&lt;br /&gt;
|Description=Thermal fibers and heat-retentive materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold damage]]'''. Add the full rating of the Insulation modification to the Armor value when resisting Cold attacks.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Nonconductivity==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=Rating|Availability=6|Cost=250|CostNote=xRating&lt;br /&gt;
|Description=Electrical insulation and non-conductive materials protect the wearer against '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. Add the full rating of this modification to the Armor value when resisting Electricity attacks.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Shock Frills==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=2|Availability=6R|Cost=250&lt;br /&gt;
|Description=These strips of “fur” are electrically charged when activated, standing on end and inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]''' to anyone that touches you. Use Unarmed Combat to attack with the frills. The frills hold 10 charges; when attached to a power point, they recharge one charge per 10 seconds.&lt;br /&gt;
|Special=;Unarmed Combat:Attack with Frills&lt;br /&gt;
;Activate Frills:Complex Action&lt;br /&gt;
;Charges:10 Charges&lt;br /&gt;
;Recharge Rate:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The shock frills can be activated or deactivated as a Free Action. They can also recharge by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Thermal Damping==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=Rating|Availability=10R|Cost=500|CostNote=xRating&lt;br /&gt;
|Description=Designed to reduce your thermal signature, these inner layers capture or bleed heat, so the outer layers maintain a surface temperature equal to the surrounding air. Add the rating to your limit on any Sneaking test against thermographic vision or thermal sensors.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you its rating as a dice pool bonus to Sneaking tests against heat-based detection.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Auto-Injector==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[2]|Availability=4|Cost=1,500|CostNote= + chemical costs&lt;br /&gt;
|Special=;Special Rules:If one or more pre-programmed conditions are met (set by the character with a Simple Logic + Computer [Mental] (1) Test), or an instruction is received from the wearer, either manually or through the user’s PAN, the auto-injector dispenses a medication, drug, or chemical directly into the wearer’s bloodstream. Each auto-injector carries five doses that can hold one or more substances in any combination. Refilling the injector takes 1 minute per dose.&lt;br /&gt;
;Wireless Bonus:Activating a drug injection is a Free Action.&lt;br /&gt;
|Description=An auto-injector is a small medical injection unit built into the armor and usually linked to the user’s biomonitor.&lt;br /&gt;
|Jackpoint=*Guy I knew, T-Rack, had one dose of his injector loaded with arsenic. Paranoid gangbanger thought it might open an escape option in a capture. T-Rack got snagged by a corporate black-bag team while taking a dip in the AZT Boston Harbor CleanPool. His brother got a runner team together to do an extraction, and he wanted to go along for the ride. Story runs as you’d expect. He grabbed his brother’s jacket—and never made it out the door.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Fresnel Fabric==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[2]|Availability=14R|Cost=Rating x 1,000&lt;br /&gt;
|Special=;Special Rules:Reduce the Noise penalty by the rating of the Fabric. The Noise reduction is directional and the wearer needs to align their body in the direction of the device they are trying to connect with.&lt;br /&gt;
;Wireless Bonus:Reduce the Noise penalty by 1 more.&lt;br /&gt;
|Description=I’m not a big tech head, so I don’t know exactly how this stuff works, but it’s a neat addition for anyone looking to maintain lines of communication in difficult areas. According to my tech specialist, this material can focus and concentrate light or radio waves like the lens on a lighthouse, boosting the directional power of a signal.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Pulse Weave==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[3]|Availability=+8R|Cost=Rating x 3,000&lt;br /&gt;
|Special=;Special Rules:Anyone facing the pulse weave suit receives a –4 dice pool modifier on tests to make direct physical attacks on the wearer (flare compensation reduces this modifier to –2). The pulse weave offers a number of charges equal to its rating; it needs fifteen minutes to recharge.&lt;br /&gt;
;Wireless Bonus:Increase the Attack Test penalties by 1.&lt;br /&gt;
|Description=Talk about a flashy suit! This stuff transforms a suit into one large flashpak. Like a nightclub in motion.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Shock Weave==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[3]|Availability=8|Cost=1,000&lt;br /&gt;
|Special=;Special Rules:Anyone entering a Grapple or Clinch with someone wearing active Shock Weave armor must resist 8S(e) damage. The wearer can also choose to take a Block Action when attacked and intentionally block with an active Shock Weave plate on their armor. This test needs to generate at least 2 hits (not 2 net hits) for the Shock Weave to be effective. A glitch means the character accidentally zaps themselves. This armor modification cannot be used offensively.&lt;br /&gt;
;Wireless Bonus:The Block Test only needs to generate 1 hit.&lt;br /&gt;
|Description=This is great at keeping gropey guys off you at Dante’s or giving a nasty surprise to the sec guard trying to take you down. Shock weave delivers a moderate shock to anyone making contact with the protected area.&lt;br /&gt;
|Jackpoint=*And how do wearers not shock themselves?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*The weave is added to only certain spots. The user just needs to avoid contacting those locations. It’s relatively easy once you’re used to it. Watching people when they first get it is rather humorous, though, as they tend to walk around with their arms out away from them, kind of like a toddler.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Universal Mirror Material (per square meter)==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[3]|Availability=8F|Cost=Rating x 250&lt;br /&gt;
|Special=;Special Rules:This material provides a Noise penalty against anything inside the material equal to twice the material’s rating.&lt;br /&gt;
|Description=This is some strange stuff. I originally refused to carry it since it was intended to jam up technomancers. Since then some creative individuals have used it as a defensive technique. Depending on which way you direct the fabric, this stuff jams wireless signals.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==YNT Softweave Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=—|Availability=+4|Cost=x2&lt;br /&gt;
|Special=;Special Rules:Armor made with this material has its available Capacity increased by half.&lt;br /&gt;
|Description=SoftWeave was developed by Yamatetsu Naval Technologies for sapients and the less common metavarients  ecause it’s easier to mold and work into alternative designs than standard armor technologies. It works for the everyday Joe, and it also makes for lighter gear with more flexibility for modifications.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Coating (Rating 1-4)==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[4]|Availability=16F|Cost=Rating x 5,000&lt;br /&gt;
|Special=;Special Rules:This modification can be added to any armor or clothing, but it only gains its full benefits when applied to pieces that cover the wearer’s whole body, like full body armors or cloaks. The ruthenium polymers are controlled by a sensor suite incorporated into the armor or clothing that scans the surroundings and replicates images of the area at the proper perspectives, helping the wearer blend in. The effectiveness is based on the Rating of the sensor suite and the extent of the suit’s coverage. The base modifier to a Perception Test to spot the wearer is –(Rating), adjusted by the extent of the suit; full +0, almost full +1, half +2.&lt;br /&gt;
|Description=I’ll admit I loved Manhunt, that remake of the old flatvid with the alien hunting a bunch of mercenaries in the jungle. This stuff makes me think of that trid every time I activate our display. It’s high-tech camouflage at its finest. Add this to your favorite outfit and be ready to blend in anywhere.&lt;br /&gt;
|Jackpoint=*The low-grade software/sensor package for this stuff is virtually useless unless you are standing completely still and wearing a full suit. On the other hand the high-end packages can make your armor jacket seem invisible at a full sprint. It’s all a matter of body coverage and sensor/software efficiency.&lt;br /&gt;
**Bull&lt;br /&gt;
*Don’t get caught with this stuff. In ‘74 a kid got tossed into a ruthenium bag during a snatch and grab. The ork hauling the kid took a bullet to the brainpan and went down on the street outside the Seattle AZT Pyramid. Knight-Errant cordoned the scene and figured one of the other runners snagged the kid. An hour later they opened the scene to traffic again, and GridGuide rolled a bus over the kid who was still out cold in the street, lying in the bag. Whole thing led to a huge legal ruckus, and this stuff if purely mil-spec now. No civilian usage.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Radiation Shielding==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[Rating]|Availability=Rating x 2|Cost=Rating x 200&lt;br /&gt;
|Special=;Special Rules:Each point of Radiation shielding provides 1 extra die for resisting Radiation damage (see p. 152).&lt;br /&gt;
|Description=Do I need to express what this is for and who needs it? I think not. If you’re working in an area that’s pumping out the rads, you’ll need this worked into your gear.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Gel Packs==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Availability=6|Cost=1,500&lt;br /&gt;
|Special=;Special Rules:Installed externally, gel packs require no Capacity and increase the Armor Rating of whatever they are added to by 2. Since gel packs solidify for a brief instant, they increase the possibility that the wearer will be knocked down by an attack. When comparing the Physical Limit of a character using armor with gel packs to the DV of an attack to determine knockdown (see Knockdown, p. 194, SR5), lower the character’s Physical Limit by 2.&lt;br /&gt;
|Description=This stuff looks silly but can save your life. Gel packs look like a bunch of take-out soy sauce packets layered all over your clothes or armor. They come in a variety of colors and can even be custom ordered with different colors in each packet to make a pattern or just add a little flare. The gel hardens for an instant to absorb some of the force of impact but then gets all squishy again if it isn’t punctured. If the gel makes contact with air it turns dusty and brittle immediately.&lt;br /&gt;
|Jackpoint=*Careful with the dust after a puncture. Some manufacturers add an isotope that can be identified and tracked for up to 48 hours. Intended as a way to locate wounded in the field, it has become a tool for the police services to track suspects after an altercation.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Response Interface Gear (RIG)==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[4] + [2]|Availability=8|Cost=2,500&lt;br /&gt;
|Special=;Special Rules:It acts as a combination trode net, sim module, and sim rig that connects to the wearer’s PAN. It allows records of each soldier’s actions and situations to be passed up the chain of command, as well as accessing the user’s natural senses for use as sensor channels. This system takes up 4 Capacity slots in the armor and 2 Capacity slot in the helmet; a RIG must be installed in both armor and helmet to work, and it only operates while all the armor is worn.&lt;br /&gt;
;Wireless Bonus:+1 Mental Limit on Perception Tests.&lt;br /&gt;
|Description=This stuff is kind of fun, especially for those logged in to access live broadcasts during Desert Wars engagements, urban brawl games, or combat biker matches. It’s a full sim-suite and monitoring system. As of July 1, it also carries the official Miracle Shooter line, which comes with the feedback software to give soft simulations of hits during Miracle Shooter matches.&lt;br /&gt;
|Jackpoint=*The new line of pieces for the Miracle Shooter line are fitted into all sorts of regular clothing pieces. The hottest seller so far has been a black baseball cap with the distinctive MS logo along with black fatigues and a black MS turtleneck. They come in armored variations too.&lt;br /&gt;
**Armand&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Biofiber Pocket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[2]|Availability=10F|Cost=700&lt;br /&gt;
|Description=This pocket is lined with biofiber, a bioengineered form of dual-natured plant life, which blocks Astral Perception of objects contained within the pocket. It is the best way to hide small foci or alchemical preparations from detection by security mages. Active foci cannot be used if they are stored within the pocket. The biofiber is alive and requires a special nutrient solution costing 20¥ a month.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Concealed Pockets==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[1]|Availability=4|Cost=40&lt;br /&gt;
|Description=Adds a small secret pocket large enough to hold a holdout pistol, commlink, or other similarly sized object. It grants a –2 Concealability modifier to that object.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Faraday Pocket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[1]|Availability=7R|Cost=50&lt;br /&gt;
|Description=The armor has a small pocket with a signal-blocking&lt;br /&gt;
insert. No wireless signals can penetrate this pocket. Cutting off your wireless access to avoid tracking is as simple as dropping your commlink into this pocket.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Gear Access==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Capacity=[4]|Availability=4|Cost=150&lt;br /&gt;
|Description=This feature allows items to be retrieved from the piece of armor with more ease than usual. This means drawing or retrieving items that are set up on the armor takes one lower action. Complex becomes Simple, and&lt;br /&gt;
Simple becomes Free. Free stays Free, but gamemasters can consider allowing an extra Free Action for the Action Phase. This modification negates any Social or positive dice pool bonus to any armor it is added to with the exceptions of tests to absorb damage (natch) and tests that specifically effect Intimidation or groups that would not consider being strapped with tactical gear to be out of place.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2832</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2832"/>
		<updated>2017-09-07T10:32:30Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Ruthenium Polymer Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. The base modifier to a Perception Test to spot the wearer is -(Rating + 2) while stationary and -(Rating - 1) while moving. Maximum rating 4. (That is right, a Rating 1 RP cloak offers no benefit while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2831</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2831"/>
		<updated>2017-09-07T10:29:25Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Ruthenium Polymer Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifier to a Perception Test to spot the wearer is -(Rating + 2) while stationary and -(Rating - 1) while moving. (That is right, a Rating 1 RP cloak offers no benefit while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2830</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2830"/>
		<updated>2017-09-07T10:28:54Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Ruthenium Polymer Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is -(Rating + 2) while stationary and -(Rating - 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2829</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2829"/>
		<updated>2017-09-07T10:27:50Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Ruthenium Polymer Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is (Rating)+2 while stationary and (Rating)-1 while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2828</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2828"/>
		<updated>2017-09-07T10:26:56Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Ruthenium Polymer Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is -(Rating + 2) while stationary and -(Rating - 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2827</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2827"/>
		<updated>2017-09-07T10:25:52Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a 2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is –(Rating + 2) while stationary and –(Rating – 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2826</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2826"/>
		<updated>2017-09-07T10:25:29Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Cloak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications: 100¥ per point of Rating (maximum 6). Wearers suffer a -1 Social Limit modifer when wearing a cloak. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a –2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is –(Rating + 2) while stationary and –(Rating – 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2825</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2825"/>
		<updated>2017-09-07T10:24:47Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
|Description=From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications—100¥ per point of Rating (maximum 6). Wearers suffer a –1 Social Limit modifer when wearing a cloak. Availability 1. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a –2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
|Description=A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is –(Rating + 2) while stationary and –(Rating – 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;br /&gt;
|Source=SR5:HT}}&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2824</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2824"/>
		<updated>2017-09-07T10:22:24Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications—100¥ per point of Rating (maximum 6). Wearers suffer a –1 Social Limit modifer when wearing a cloak. Availability 1. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a –2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
&lt;br /&gt;
==Ruthenium Polymer Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is –(Rating + 2) while stationary and –(Rating – 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2823</id>
		<title>SR5:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Armor/Clothing&amp;diff=2823"/>
		<updated>2017-09-07T10:21:33Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence.&lt;br /&gt;
&lt;br /&gt;
Advances in ballistic fabrics from spiderweave venlar threads to ceramic-titanium composite plates enable modern armor to be lightweight, flexible, and concealable. For game rules dealing with armor, see p. 168.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Cost=20|CostNote=-100,000¥&lt;br /&gt;
|Description=Clothing in 2075 comes with amazing features you’ll likely completely take for granted. Commlinks, music players, and other electronic devices can be woven right into the fabric, powered by interwoven batter ies or special energy-gather ing fabrics. On the other side of the economy, cheap soybased “flats” can be had for five nuyen per ar ticle of clothing from vending machines around the Sprawl. The more money you spend on your threads, the more impressive you look.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Electrochromic Modification==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+2|Cost=+500&lt;br /&gt;
|Description=Electrochromic threads can change color with voltage, letting you alter the color of your clothing or display text, images, or patterns. This is good for fashion, but great for vanishing into a crowd if you need a quick costume change. You can even get armored clothing in electrochromic styles. It takes a Simple Action to change the settings on your electrochromic clothes, but a couple of Combat Turns to complete the change.&lt;br /&gt;
|Special=;Wireless: Changing your clothes’ settings is a Free Action, and while it’s not good enough to be camouflage, it can display images, text files, or flat video from your commlink.&lt;br /&gt;
}}&lt;br /&gt;
==Feedback Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=8|Cost=+500&lt;br /&gt;
|Description=This haptic clothing allows for a tactile component to an augmented reality experience.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==(Synth)Leather Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
|Description=Usually made of synthleather unless you’ve got mad nuyen, this type of jacket (waist-length to duster) never goes out of style and even offers a modicum of protection. Just don’t expect it to stop bullets.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armante Suit==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Armante Dress==&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=10|Cost=2,500&lt;br /&gt;
|Description=This year’s line is heavily influenced by the worldwide outcry of support for Aztlan against the eco-terrorist forces of Amazonia. Neo-Aztec influences define the styles of Armanté this season. This isn’t surprising to those of us who keep our ears open to the shadows, as Aztechnology was a major supporter for Vitorrio Armanté’s shadow war with Zoé to recover the rights to the line name back in ’73.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*Looking forward, expect next year’s designs to host amix of Native American and old American styles as theOlympics, held in Seattle, will be the place to highlightfashion in ’76.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*Armanté has always been a leader in the armored fashionfield in terms of quality product, but while they manage tobe aces in that category, their lines have absolutely zerointerchangeability. You obviously cannot mix fashionsfrom different years, as they change radically, but evenmixing pieces from the same year is a challenge. The cutsand styles of their pieces look terrible if mixed.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Taking a look back, we can see that Armanté lookedto Sub-Saharan Africa to influence their ’74 line, likelydue to a heavy push on the Kilimanjaro Mass Driver—aproject that still hasn’t been fully brought online, I mightadd. I actually thought Armanté was taking a seriousfashion forward leap in ’73 when they came back onthe scene with a totally retro/post-apocalypse-chic lookpulled from the styles of 1920s America blended withsomething out of an episode of Dark Futures.&lt;br /&gt;
**Bull&lt;br /&gt;
*Dark Futures! I love that show. The “What If?” take onsome of the recent major world events is awesome.&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Increase Social Limit by 2&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Mortimer of London==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*High-end enough to get you into some of the nicestestablishments but not completely out of reach for theaverage runner.&lt;br /&gt;
**Netcat&lt;br /&gt;
*Problem is, this stuff has become almost a dead giveawayof runners working places that are outside their incomebracket. And on top of that, they have a high enoughresale value that wearing them makes you a target for thescum that live in your neighborhood.&lt;br /&gt;
**Mihoshi Oni&lt;br /&gt;
*I like the mix-n-match option Mortimer promotes,especially since their pieces can be mixed across yearswithout creating a total fashion faux-pas. Look for thisstuff on the resale market if you’re on a budget. It workswell with Armand’s “lightly worn” stock, too.&lt;br /&gt;
**Picador&lt;br /&gt;
|}&lt;br /&gt;
Not exactly fashion-forward, but classic enough to always stay near the height of fashion. Mortimer has stuck with the classics, anchored around the venerable Berwick line. All pieces are custom tailored and fit, and I especially love that they include custom tailoring to fit “exceptional physical aspects” of their individual customers. Original pieces have to be sat for with a Mortimer certified tailor.&lt;br /&gt;
&lt;br /&gt;
I have a pretty solid stock of “lightly worn” Mortimer from some of his past lines. They lack the custom-cut features, but they can still have the important effect of making you look classier than you really are. The Crimson Sky and Summit lines from back in the early ’60s have aged quite well. And though they lack some of the wireless perks of many modern armors, they still stop bullets.&lt;br /&gt;
====Mortimer of London, Berwick Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=5|Availability=9|Cost=2,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Berwick Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Crimson Sky Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=5|Availability=6|Cost=2,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Suit====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=7|Cost=2,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Summit Dress====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=5|Availability=7|Cost=2,200&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Greatcoat Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=10|Availability=8|Cost=3,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Ulysses Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=10/+3|Capacity=12|Availability=8|Cost=3,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Mortimer of London, Argentum Coat====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=12/+4|Capacity=14|Availability=10|Cost=3,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), increase Social Limit by 1, –3 modifier for Concealability&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Vashon Island==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*To remind those who aren’t old … err … don’t remember, here’s the descriptions from the original line: Ace of Spades featured a WWII US fighter pilot style, Ace of Clubs went across the ocean for a WWII British bomber pilot style, Ace of Hearts updated the concept to a modern military pilot style, and Ace of Diamonds went into the future with designs based on the Spitfire Resurrection trid series.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*I liked Spitfire Res. Too bad what happened to the lead actor.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Yup, too bad. ;)&lt;br /&gt;
**Matt Wrath&lt;br /&gt;
*These new Aces lines may not fit in with the tarot line, but as you might guess, the public doesn’t really care. The styles are catching on with a large audience. Quality is good right now as Shia … Vashon Island tries to get its rep back.&lt;br /&gt;
**Red Anya&lt;br /&gt;
*Best thing about the Steampunk line is the number of gadgets and doodads you can hide in the accessories. Slave them all to a primo link, drop it into silent mode, and you’ve got a sweet and secure setup that everyone thinks is just high-end fashion.&lt;br /&gt;
**Glitch&lt;br /&gt;
*The Synergist Business line is still the first suit every upand-coming corporate angler makes their life-changing deal in. Most of whom feel they have a little street cred thanks to the pistol they keep tucked snug in the hidden holster built into the clothing.&lt;br /&gt;
**Fianchetto&lt;br /&gt;
*Shiawase brought back the Sleeping Tiger line, but word on the street is they put a hell of a lot more nuyen into R&amp;amp;D than they will ever earn back from the armor. The new incarnation builds from the foundation created by the old with an upgraded color-change system and even an adaptive camouflage feature for the right price. I can guarantee that they’re exploring other uses for this technology.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
;(A FULLY LICENSED SUBSIDIARY OF SHIAWASE FASHION)&lt;br /&gt;
Can’t resist throwing on the little tag line just so we remember who’s in charge of this line. A few years back these lines were hot, but they’ve been adding feature after feature since then so that the things are getting pretty unwieldy. The rather unoriginal Aces High line added the Ace of Cups (high-collar floor-length coat with back shoulder flaring and flowing-but-layered lower half), Ace of Swords (WWII Japanese pilot style, complete with wakizashi scabbard built into the back), Ace of Wands (new-age wizard styling with lots of little pockets for reagents), and Ace of Coins (black juggernaut hide with platinum thread stitching and solid gold accents) this year and have been having quite a resurgence of both the new and old lines. And before you say anything, yes, I know there are no aces in tarot decks. Vashon Island doesn’t care.&lt;br /&gt;
&lt;br /&gt;
Vashon is still pushing the Steampunk line, as well as the old stand-by Synergist Business tag, along with the dime- (well, maybe a little more) a-dozen Actioneer line of suits. With the Shiawase connection, they have brought back the Sleeping Tiger with a vengeance. Each line has its own set of highlights that can draw a different audience.&lt;br /&gt;
====Vashon Island, Ace of Cups====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=9|Capacity=8|Availability=6|Cost=1,600&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Swords====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=8|Availability=6|Cost=1,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster (Scabbard)&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Wands====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=6|Capacity=8|Availability=6|Cost=1,200&lt;br /&gt;
&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Gear Access&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Coins====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=10|Availability=4|Cost=2,100&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Increase Social Limit by 3&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Spades====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Clubs====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Hearts====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=7|Capacity=6|Availability=6|Cost=1,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Holster&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Ace of Diamonds====&lt;br /&gt;
{{SR5:Armor Template|&lt;br /&gt;
|Armor=8|Capacity=6|Availability=8|Cost=1,400&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Concealability +2&lt;br /&gt;
;Wireless Bonus: +1 dice pool bonus to Social Tests&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Steampunk====&lt;br /&gt;
{{SR5:Armor Template|Name=Steampunk&lt;br /&gt;
|Armor=10|Capacity=14|Availability=7|Cost=2,250&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line&lt;br /&gt;
|Armor=9|Capacity=5|Availability=8|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit, Holster (concealed)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Synergist Business Line Longcoat====&lt;br /&gt;
{{SR5:Armor Template|Name=Synergist Business Line Longcoat&lt;br /&gt;
|Armor=10 / +3|Capacity=6|Availability=8|Cost=2,300&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit (Stack), Holster&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Vashon Island, Sleeping Tiger====&lt;br /&gt;
{{SR5:Armor Template|Name=Sleeping Tiger&lt;br /&gt;
|Armor=13|Capacity=10|Availability=10|Cost=13,500&lt;br /&gt;
|Special=&lt;br /&gt;
;Features: Custom Fit&lt;br /&gt;
:Holster&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating (Rating 3)&lt;br /&gt;
;Wireless Bonus: Increase Social Limit by 1 and as Ruthenium Polymer Coating, p. 85.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Executive Suite==&lt;br /&gt;
{{SR5:Armor Template|Article=Executive Suite&lt;br /&gt;
|Armor=12|Capacity=4|Availability=12|Cost=2,000&lt;br /&gt;
|Special=&lt;br /&gt;
;Features:Custom Fit, Newest Model, increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2&lt;br /&gt;
|Description=&lt;br /&gt;
The line’s name pretty much says it all. These suits are usually found on the ultra-secure upper floors of megacorporate headquarters. They’re slick and smooth, and outside of the improvements they’ve had added from Zoé’s armor tech advancements, they haven’t changed much in the past decade.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
*That means the newer suits have better protection, but the older outfits, which you may be able to find in Armand’s Lightly Worn section, will still blend in visually.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
==Heritage==&lt;br /&gt;
{{SR5:Armor Template|Article=Heritage&lt;br /&gt;
|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Availability=16|Cost=2,000|CostNote=+(Armor Rating x 500)&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Newest Model&lt;br /&gt;
:increase Social Limit by 2&lt;br /&gt;
|Description=Some days I just can’t believe this line exists; the fact that it gets bigger every year is even more mind-boggling. Back at the turn of the decade they had less than twenty designs for public consumption. Since, that number has more than doubled, with the fiftieth Heritage release, Cara Fahd, being made public earlier this year, after a year of orxploitation advertising around the world. Sadly, I don’t have a lot of these in my Lightly Worn stock. The people who buy these tend to keep them.&lt;br /&gt;
|Jackpoint=*Truth is, no runner needs to buy this line, unless you need to slip into a secure meeting where everyone in the corp is wearing Heritage. This line has become a security feature at a lot of corporate functions in order to limit extractions as anyone present has to be wearing a very expensive outfit.&lt;br /&gt;
**Thorn&lt;br /&gt;
*Wait, Thorn, are you posting from a cell somewhere?&lt;br /&gt;
**Netcat&lt;br /&gt;
*It’s always good to know someone on the inside. But I hope to not be here long.&lt;br /&gt;
**Thorn&lt;br /&gt;
*What you say helps explain why Lightly Worn Heritage pieces would be tough to find.&lt;br /&gt;
**Mika&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Nightshade/Moonsilver==&lt;br /&gt;
{{SR5:Armor Template|Article=Nightshade/Moonsilver&lt;br /&gt;
|Armor=7|Capacity=2|Availability=10|Cost=8,500&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:increase Social Limit by 1&lt;br /&gt;
;Wireless Bonus:Illuminating (+1,500¥ for IR and contacts)&lt;br /&gt;
|Description=The NightShade line picked up where the Moonsilver line left off, then moved forward with the advertising slogan, “For a killer night, wear NightShade!” Where Moonsilver only offered glowing dresses for the ladies, NightShade has designs for both men and women. They were quite popular with the black tie crowd last season and don’t appear to be fading with this year’s events. Every piece comes with the additional shawl, which happens to be made out of spidersilk ballistic cloth.&lt;br /&gt;
|Jackpoint=*This line mainly exists to give you a way to stay armored while blending at high-society functions. The fact that these dresses, as well as the shirts, coat cuffs, and coat lapels, glow makes them extremely contradictory to the idea of SHADOWrunning.&lt;br /&gt;
*Bull&lt;br /&gt;
*Sometimes those in the shadows must step into the light to pull someone down into our darkness.&lt;br /&gt;
*Man-of-Many-Names&lt;br /&gt;
*That was surprisingly clear for you. Perhaps even a little too obvious.&lt;br /&gt;
*Slamm-0!&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Second Skin==&lt;br /&gt;
{{SR5:Armor Template|Article=Second Skin&lt;br /&gt;
|Armor=6/+2|Capacity=2|Availability=14|Cost=12,000&lt;br /&gt;
|Special=;Features:Custom Fit (Stack)&lt;br /&gt;
:Newest Model&lt;br /&gt;
:Ruthenium Polymer Coating 4&lt;br /&gt;
|Description=This is a sexy, sick, twisted version of body armor. Each piece of the Second Skin line is custom tailored for the user, which means that a shift in weight of as little as one or two kilos will make the armor lose its most amazing benefit. That benefit is the fact that it is, for all intents and purposes, invisible. The full body unitard is almost undetectable and includes a completely integrated ruthenium  olymer system, which allows the wearer to change any or all aspects of the suit’s appearance.&lt;br /&gt;
|Jackpoint=*Story time. I was making an extraction from a beach of an exec’s wife. She was there sunbathing with two of her girlfriends, string bikinis all around. I walked up, flashed my palm pistol, and then asked Mrs. Exec to come quietly. All of a sudden the girlfriend on the right is naked. Poof, bikini is gone. The distraction was enough for the other girlfriend to kick up a footfull of sand in my face. The brawl started after that, and I was not happy to discover that both of her “girlfriends” were wearing Second Skin.&lt;br /&gt;
**Kane&lt;br /&gt;
*Never seen boobies before, Kane-o?&lt;br /&gt;
**Slamm-0!&lt;br /&gt;
*Plenty, including your mother’s.&lt;br /&gt;
**Kane&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares Victory==&lt;br /&gt;
Ares makes these lines to keep people safe without making them all look like a bunch of sec officers. Along with the protective aspect, each piece offers secondary benefits marketed to a variety of different trades and professions.&lt;br /&gt;
&lt;br /&gt;
===Globetrotter/Wild Hunt===&lt;br /&gt;
====Globetrotter Jacket====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Jacket&lt;br /&gt;
|Armor=12|Capacity=10|Availability=10|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Protection (4)&lt;br /&gt;
:Holster&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Vest====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Vest&lt;br /&gt;
|Armor=9|Capacity=10|Availability=7|Cost=900&lt;br /&gt;
|Special=;Features:Custom Protection (3)&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Globetrotter Clothing====&lt;br /&gt;
{{SR5:Armor Template|Article=Globetrotter Clothing&lt;br /&gt;
|Armor=7|Capacity=10|Availability=6|Cost=600&lt;br /&gt;
|Special=;Features:Custom Protection (2)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Wild Hunt====&lt;br /&gt;
{{SR5:Armor Template|Article=Wild Hunt&lt;br /&gt;
|Armor=12|Capacity=10|Availability=12|Cost=3,000&lt;br /&gt;
|Special=;Features:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests in Custom Protection terrain.&lt;br /&gt;
|Description=Marketed to outdoorsy types, the various incarnations of this armor line come in a variety of camouflage patterns and environmentally adapted package suites. From the heat of the Sahara to the frigid plains of Antarctica, this line provides protection from not only bullets and blades but also trials of temperature and humidity.&lt;br /&gt;
|Jackpoint=*Beware the camo/environmental match-ups on the Lightly Worn versions of these. Not everyone buys them and uses them for the same things. Usually they match up, but sometimes you have winter camo with fireproofing instead of cold insulation. When you buy it new, you get to be the one who makes those calls.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Industrious==&lt;br /&gt;
{{SR5:Armor Template|Article=Industrious&lt;br /&gt;
|Armor=9|Capacity=6|Availability=6|Cost=1,100&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment)&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests when worn within the appropriate corp.&lt;br /&gt;
|Description=I always thought of this as infiltration camouflage. This clothing can help you look like you belong in a facility while also allowing you to wear a degree of protection. My Lightly Worn selection of this line is full of strippeddown versions from various corps and governments that just need some patches and the right equipment to fit the pockets.&lt;br /&gt;
|Jackpoint=*Or things that look like the right equipment. These outfits are great for getting past guards without firing a shot and then putting your gun together on the back end to get out when the trouble starts.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Big Game Hunter==&lt;br /&gt;
{{SR5:Armor Template|Article=Big Game Hunter&lt;br /&gt;
|Armor=14|Capacity=12|Availability=12|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit&lt;br /&gt;
:Custom Protection (6)&lt;br /&gt;
:Holster&lt;br /&gt;
:Gear Access&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Survival Tests (when in terrain addressed with Custom Protection).&lt;br /&gt;
|Description=A new line last year, this stuff is like the heavy-armor version of the Globetrotter line. It’s not a subtle line, that’s for sure, but if you need to stay protected from everything in a spot where everything wants to kill you, this is the line for you.&lt;br /&gt;
|Jackpoint=*This is not the line to wear in the hub of any urban sprawl, but out in the barrens, or in some of our less civilized sprawls around the world, these clothes can fit in just fine.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Rapid Transit==&lt;br /&gt;
{{SR5:Armor Template|Article=Rapid Transit&lt;br /&gt;
|Armor=9|Capacity=6|Availability=10|Cost=400+&lt;br /&gt;
|Special=;Features:Increase Social Limit (Elite +1, +600¥; Platinum +2, +1,100¥; Diamond +3, +2,400¥)&lt;br /&gt;
|Description=Built for those on the move, this stuff is great for comfort and protection while going about all your regular&lt;br /&gt;
day-to-day activities. This is by far one of my best-selling lines. While I focus primary sales in the basic line,&lt;br /&gt;
I offer RT Elite, RT Platinum, and RT Diamond on occasion in the Lightly Worn section.&lt;br /&gt;
|Jackpoint=*Not fashionable at all, but it blends in around almost every place in any ‘plex.&lt;br /&gt;
**Sunshine&lt;br /&gt;
*The three upper lines look almost the same as the basic line, with the main differences being on the inside tags, monograms, and price tags. If you want to blend in working out at the Ares Executive gym, you’ll need those upper-line touches. If you don’t think management types notice that sort of thing, you haven’t met enough management types.&lt;br /&gt;
**Sticks&lt;br /&gt;
*Just so everyone is up to speed, this line no longer has the Restraint Melter option after a few dozen of the units malfunctioned and burned through their wearer’s wrists.&lt;br /&gt;
**Pistons&lt;br /&gt;
*That was one of the most effective covert ops I’ve ever seen pulled off. The units that “malfunctioned” had all been tampered with at manufacturing sites all over the globe. Ares started their own back-end investigation, but cut it off before they found who was responsible. It wasn’t worth the loss to the bottom line. Just goes to show, if you do your job right, you really can stay in the shadows.&lt;br /&gt;
**Hanibelle&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Actioneer Business Clothes==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=8|Capacity=8|Availability=8|Cost=1,500&lt;br /&gt;
|Description=A discreetly armored “power suit” is a popular choice among Mr. Johnsons, faces, and fixers looking for a little high-class protection coupled with style. It features a concealable holster (Firearm Accessories, p. 431) in the jacket.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Armor Clothing==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=6|Capacity=6|Availability=2|Cost=450&lt;br /&gt;
|Description=Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn’t provide as much protection as real armor, but it’s available in a wide variety of styles.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Jacket==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=12|Capacity=12|Availability=2|Cost=1,000&lt;br /&gt;
|Description=The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of wearing one to a dinner party.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Armor Vest==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=500&lt;br /&gt;
|Description=This modern flexible-wrap vest is designed to be worn under regular clothing without displaying any bulk. A popular and cost-effective option.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Chameleon Suit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=10R|Cost=1,700&lt;br /&gt;
|Description=This full-body suit has a smart ruthenium polymer coating supported by a sensor suite; the technology allows it to scan its surroundings and replicate the images at the proper perspectives. Add 2 to your limit when you make Sneaking tests to hide. A chameleon suit is also armored for the wearer’s protection.&lt;br /&gt;
|Special=;Wireless: The suit uses the extra information about your surroundings and also gives you a +2 dice pool bonus to Sneaking Tests for hiding.&lt;br /&gt;
}}&lt;br /&gt;
==Full Body Armor==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=15|Capacity=15|Availability=14R|Cost=2,000&lt;br /&gt;
|Description=Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with '''[[SR5:Device Enhancements|vision or audio enhancements]]'''.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Full Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+3|Capacity=6|Cost=+500&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Full Body Armor, Chemical Seal===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+6|Cost=+6,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Full Body Armor, Environment Adaptation===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Availability=+3|Cost=+1,000&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lined Coat==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=4|Cost=900&lt;br /&gt;
|Description=This Wild West style duster has been consistently popular on the mean streets of the world’s sprawls for the past thirty years. Besides its protective traits, the armored trenchcoat provides an additional –2 Concealability modifier to items hidden underneath.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
==Urban Explorer Jumpsuit==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=9|Capacity=9|Availability=8|Cost=650&lt;br /&gt;
|Description=Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor.&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
===Urban Explorer Jumpsuit, Helmet===&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=2|Cost=+100&lt;br /&gt;
|Description=&lt;br /&gt;
|Special=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Helmet==&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+2|Capacity=6|Cost=100&lt;br /&gt;
|Description=Helmets come in a wide variety of shapes and sizes and protect your noggin from trauma. Helmets have Capacity 6 for being tricked out with accessories like trode nets and vision enhancements.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=(STR+2)S&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=12R|Cost=1,200&lt;br /&gt;
|Description=This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the inside so that it can be used to climb over small obstacles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Riot Shield==&lt;br /&gt;
{{SR5:Melee Weapon Template&lt;br /&gt;
|Accuracy=4|DV=9S(e)|AP=–5&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Template&lt;br /&gt;
|Armor=+6|Capacity=6&lt;br /&gt;
|Availability=10R|Cost=1,500&lt;br /&gt;
|Description=As an added crowd control measure, a riot shield can be used to shock anyone who comes into contact with it, inflicting '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity damage]]'''. The taser shield holds 10 charges; when attached to a power point, it regains one charge per 10 seconds.&lt;br /&gt;
|Special=;Charges:10&lt;br /&gt;
;Recharge:One Charge Per 10 Seconds&lt;br /&gt;
;Wireless: The riot shield recharges by induction, recharging one charge per hour.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Form-Fitting Body Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Form-Fitting Body Armor&lt;br /&gt;
|Armor=8|Capacity=3|Availability=8|Cost=1,300&lt;br /&gt;
|Special=;Features:Custom Fit, Concealability (–6)&lt;br /&gt;
|Description=While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin, protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact that armor is being worn. Form-fitting body armor can be worn under armor, but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.&lt;br /&gt;
|Jackpoint=*I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*So you’re back to male again?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Yep. Still adjusting to all the itchiness from the hair.&lt;br /&gt;
**Plan 9&lt;br /&gt;
*And the chorus of voices in your head?&lt;br /&gt;
**Turbo Bunny&lt;br /&gt;
*Sing in sweet harmony.&lt;br /&gt;
**Plan 9&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Hardened Mil-Spec Battle Armor (Light, Medium, Heavy)==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*Now we’re talking. Underwear and bracelets are cute and all, but this is the real deal.&lt;br /&gt;
**Stone&lt;br /&gt;
*Great if you’re fighting in Europe in winter but unbearable in hot weather.&lt;br /&gt;
**Marcos&lt;br /&gt;
*No thank you. If you’re in a firefight, something’s gone wrong. Stay light, stick to the shadows, move quickly.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
*And this stuff is impractical for us anyway. Shit, you might as well walk around in a black-and-white striped shirt carrying bags marked with dollar signs, because wearing this in public advertises the fact that you expect someone to shoot at you.&lt;br /&gt;
**Cayman&lt;br /&gt;
*You can always try to use it as a disguise, but it’s an expensive disguise, and you better have the electronic clearances to go with it—if you don’t have some solid identification, don’t expect security systems to give you a pass just because you’re wearing serious armor.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*For everyone here (but Kane, I suppose) the rule is simple: When the opposition shows up in this, run.&lt;br /&gt;
**Bull&lt;br /&gt;
*Bull’s on point. It’ll save your ass, but it’ll slow your ass down, too. Pursuit isn’t an option.&lt;br /&gt;
**Hard Exit&lt;br /&gt;
*If you do choose to engage, here’s a hint from your Uncle Kane; hard to run in, impossible to swim in. Heh.&lt;br /&gt;
**Kane&lt;br /&gt;
|}&lt;br /&gt;
Cutting-edge military hardware, military-grade armor continues to advance in a life-and-death race with weapons and ammunition. Beyond even security-grade armor, military-grade armor is simply too expensive and maintenance-heavy for common use or even routine security work. Aside from the most intense of fast-response teams, it resides only in elite military units deployed when absolutely necessary. Each suit protects from head to toe, custom-fit to the wearer for maximum ergonomic freedom and comfort, an expense that keeps it from the ordinary field grunt. Suits come in a wide variety of exterior design and color, but most modern suits opt for modern electro-chromatic covering for best camo; notable exceptions to this are the silver-plate armors worn by the High Prince of Tír Tairngire’s royal guard and the brilliant crimson of Renraku’s Red Samurai. In each case, the ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern design.&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Light&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16F|Cost=15,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=18|Availability=18F|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=20|Availability=22F|Cost=25,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Hardened Mil-Spec Battle Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Hardened Mil-Spec Battle Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=8F|Cost=10,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Increase Social Limit by 2 for Intimidation Tests, Restrictive&lt;br /&gt;
;Special Rules:Hardened mil-spec battle armor is fully enclosed and may thus take modifications that require this. It is treated as having the Hardened Armor critter power. No additional armor may be worn with military-grade battle armor (unless paid for by Essence) aside from the helmet listed below.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Security Armor (Light, Medium, Heavy)==&lt;br /&gt;
Not as heavily armored, or accessory friendly, as their mil-spec big brothers, these are the toughest suits you’ll usually see at a standard corp site. That’s also the only place you’ll probably see them. The armor is designed for protection, not mobility, and walking around in this for much more than a standard patrol puts a strain on most folks.&lt;br /&gt;
====Security Armor, Light====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Light&lt;br /&gt;
|Armor=15|Capacity=12|Availability=14R|Cost=8,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Medium====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Medium&lt;br /&gt;
|Armor=18|Capacity=14|Availability=16R|Cost=14,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Heavy====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Heavy&lt;br /&gt;
|Armor=20|Capacity=16|Availability=18R|Cost=20,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Security Armor, Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Security Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=5|Availability=8R|Cost=5,000&lt;br /&gt;
|Special=;Features:Custom Fit, Holster, Gear Access, Restrictive, Increase Social Limit by 1 for Intimidation Tests.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bike Racing Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Armor&lt;br /&gt;
|Armor=8|Capacity=8|Availability=6|Cost=500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=I’ll just call this for what it is, go-gang chic. This stuff comes in a variety of customizable colors with and without cycle brand logos or combat biker team slogans. It’s some of the most obvious armor out there but it seems perfectly normal to anyone who may have seen or heard you arrive on your bike. So people will notice that you’re wearing it, but it won’t automatically make them suspect you’re up to something.&lt;br /&gt;
|Jackpoint=*This is actually some of my favorite armor. Blends in a lot of places that other stuff wouldn’t and costs a ton less.&lt;br /&gt;
**2XL&lt;br /&gt;
*It also protects you a ton less. This stuff is for show when you fall off your bike, not for protecting you in a firefight.&lt;br /&gt;
**Kia&lt;br /&gt;
*Too many trids, not enough real world experience there, Kia. The combat biker teams and outriders in Urban Brawl don’t wear this to look pretty. Get out in the field and see what’s real, not what the trid tells you.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bike Racing Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bike Racing Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Bunker Gear==&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear&lt;br /&gt;
|Armor=6|Capacity=6|Availability=6|Cost=3,000&lt;br /&gt;
|Special=;Features:Increase Social Limit by 2 in emergency situations, Fire Resistance 8, Restrictive&lt;br /&gt;
;Wireless Bonus:+1 dice pool bonus to Social Tests to calm or pacify an individual at the site of an emergency.&lt;br /&gt;
|Description=I carry this, but honestly I can’t think of more than a handful of times where this was purchased for illicit purposes. Firefighters wear it when they run into burning buildings, which is not a place where you normally would find a shadowrunner.&lt;br /&gt;
|Jackpoint=*This is the armor for the creative runner looking for access to a site where emergency personnel are milling about. It’s not just about running into active fires—you can use this anywhere firefighters can go, once the alarm has been pulled. Combine it with the right credentials and you’re one false alarm away from access to almost anywhere.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Bunker Gear Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Bunker Gear Helmet&lt;br /&gt;
|Armor=+2|Capacity=3|Availability=6|Cost=750&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Riot Control Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Armor&lt;br /&gt;
|Armor=14|Capacity=8|Availability=10R|Cost=5,000&lt;br /&gt;
|Special=;Features:Padded, Increase Social Limit by 1 for Intimidation Tests, Restrictive&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 2 for Intimidation Tests&lt;br /&gt;
|Description=Built for intimidation as much as protection, this stuff has a lot of useless fluff surrounding the ballistic plating. Good for blending into a mob or inciting a riot, but not much else in the world of shadowrunning.&lt;br /&gt;
|Jackpoint=*Armand’s right that it’s mostly about intimidation, but it’s still great protection. The stuff is so fluffy it’s hard to tell the man from the armor. It’s certainly not the best to wear in most social situations (if only because every time you turn around you’ll knock over all the drinks), but it has its place in the world.&lt;br /&gt;
**Picador&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Riot Control Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Riot Control Helmet&lt;br /&gt;
|Armor=+2|Capacity=6|Availability=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Swat Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Armor&lt;br /&gt;
|Armor=15|Capacity=15|Availability=16R|Cost=8,000&lt;br /&gt;
|Special=;Features:Gear Access, Increase Social Limit by 2 for Intimidation Tests and reduce it by 1 for all other Social Tests with the general public&lt;br /&gt;
;Wireless Bonus:Increase Social Limit by 3 for Intimidation Tests&lt;br /&gt;
|Description=Very few organizations refer to quick-response teams as SWAT anymore, but the armor has kept the name. This specialized suit is designed with job versatility in mind. Pockets, holsters, and various clasps keep everything the highly trained officer needs close at hand and easy to access. The electronics suite in these suits is also ideally suited for monitored small-team operations. This stuff is, like most of its relatives in the tactical gear category, not often seen in public places, except those experiencing a hostage situation or other event that calls the badasses in this armor out of their heavily armored truck and straight into your hoop.&lt;br /&gt;
|Jackpoint=*Close to the protective value of security armor but not quite, this stuff really shows its value in how easy it is to organize your tac gear.&lt;br /&gt;
**Stone&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Swat Helmet====&lt;br /&gt;
{{SR5:Armor Template|Article=Swat Helmet&lt;br /&gt;
|Armor=+3|Capacity=8|Availability=10R|Cost=1,500&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Securetech PPP==&lt;br /&gt;
{|style=&amp;quot;float:right;width:35%;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
*These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then when trouble comes, pull a few added pieces from the bag and get into the scrape.&lt;br /&gt;
**Frosty&lt;br /&gt;
*I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.&lt;br /&gt;
**Ma’fan&lt;br /&gt;
|}&lt;br /&gt;
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything. Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off quickly and worn over existing clothing.&lt;br /&gt;
====Securetech PPP Arms Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Arms Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=250&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Legs Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Legs Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=300&lt;br /&gt;
|Special=;Actions to Don:4 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
====Securetech PPP Vitals Kit====&lt;br /&gt;
{{SR5:Armor Template|Article=Securetech PPP Vitals Kit&lt;br /&gt;
|Armor=+1|Capacity=1|Availability=6|Cost=350&lt;br /&gt;
|Special=;Actions to Don:8 Complex Actions&lt;br /&gt;
;Features:Decrease Social Limit by 1; Arms and Legs kits cannot be combined with any full-body armor; Vitals kit cannot be combined with full-body armor, armor vest, or armor jacket.&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Body Armor Bag==&lt;br /&gt;
{{SR5:Armor Template|Article=Body Armor Bag&lt;br /&gt;
|Armor=8|Capacity=4|Availability=8|Cost=750&lt;br /&gt;
|Special=;Features:Decrease Social Limit by 1 when worn, Concealability (–6), Restrictive&lt;br /&gt;
|Description=I sell this little multipurpose wonder, but honestly I’m not sure why. I guess you can fill it with your favorite guns, get on site, dump it out, and then wear it to protect you. It’s a strange piece, but I sell a lot of them, so you guys have apparently figured out some uses for them.&lt;br /&gt;
|Jackpoint=*It’s a handy backup and rarely gets a second glance lying around the doss or even thrown over a shoulder on a stroll in the heart of the sprawl.&lt;br /&gt;
**Sticks&lt;br /&gt;
*My biggest issue with this piece is how embarrassing you look when you throw it on. Deranged squatters in the Barrens look better than people wearing this shapeless mess.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Luckily it’s intended to save your hide, not get you best dressed at the corp ball.&lt;br /&gt;
**Sticks&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Chain Mail==&lt;br /&gt;
{{SR5:Armor Template|Article=Chain Mail&lt;br /&gt;
|Armor=8|Capacity=2|Availability=8|Cost=900&lt;br /&gt;
|Special=;Features:Custom Fit, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=I have a contact who makes this stuff, but it’s always a custom job. I send any pieces that come my way back to him to be stripped and reused. I’m not sure what functional purpose anyone wears it for, but I do get the occasional order. I guess if you want to look like a street fighter, this would fill the bill.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Padded Leather Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Padded Leather&lt;br /&gt;
|Armor=7|Capacity=2|Availability=8|Cost=600&lt;br /&gt;
|Special=;Features:Custom Fit, Padded, increase Social Limit by 1 when dealing with gang members, decrease Social Limit by 1 when dealing with the general public.&lt;br /&gt;
|Description=Same as Chain Mail. Special orders only, and I offer a discount for orders more than eight pieces.&lt;br /&gt;
|Jackpoint=*Who would order more than eight pieces?&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*Anyone looking to give cheap protection to a large group of people for relatively cheap without drawing law enforcement’s attention. So, gangs. Some of those ganger leathers are actually this stuff. There’s added protection, and while it’s cheaper than some forms of armor it’s a hell of a lot more expensive than a simple leather jacket. Spending that money tells your members and other people who know your gang that you’re on the rise.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ares FlaShield==&lt;br /&gt;
{{SR5:Armor Template|Article=Ares FlaShield&lt;br /&gt;
|Armor=+6|Capacity=4|Availability=12R|Cost=4,000&lt;br /&gt;
|Special=;Features:Flashpak (10 charges; recharges 1 charge every 10 seconds when connected to a power source. Requires a Complex Action to activate).&lt;br /&gt;
;Wireless Bonus:Setting off the Flashpak is a Simple Action.&lt;br /&gt;
|Description=I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one intimidating package!&lt;br /&gt;
|Jackpoint=*Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for the ocular device, usually located in the middle of the shield, that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.&lt;br /&gt;
**DangerSensei&lt;br /&gt;
*Every time I stop in to see Sparks, a ganger pal of mine with the Tesla Armageddon, I get a chuckle at these things leaned all over the place. And gang scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.&lt;br /&gt;
**2XL&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Murder Armor==&lt;br /&gt;
{{SR5:Armor Template|Article=Murder Armor&lt;br /&gt;
|Armor=13|Capacity=4|Availability=12R|Cost=5,000&lt;br /&gt;
|Special=;Features:Biomonitor, Custom Fit, Holster&lt;br /&gt;
;Special Rules:Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test.&lt;br /&gt;
|Jackpoint=*The twisted mind behind this stuff is a genius. Now mind you, it doesn’t work against real pros who put a bullet through the brainpan to make sure no one is left to come after them. It is great against gangers though, and even average corpsec officers who see a lot of blood and automatically think that means a kill.&lt;br /&gt;
**Thorn&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
====Gorepak====&lt;br /&gt;
{{SR5:Armor Template|Article=Gorepak&lt;br /&gt;
|Availability=8R|Cost=200&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=This is true specialty armor, designed to protect and deceive. It’s got the latest and greatest in Hollywood prac tical special effects (yeah, some people still do those) built in so that every decent shot that hits you is made to look like a killshot. This stuff takes some serious grit and a decent bit of acting skill if you really want to fool anyone, but offers a unique chance to turn the tables on an enemy. The mess cleans up easily with warm water, and the gorepak can be replaced fairly easily.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Forearm Guards==&lt;br /&gt;
{{SR5:Armor Template|Article=Forearm Guards&lt;br /&gt;
|Armor=+1|Capacity=3|Availability=6|Cost=300&lt;br /&gt;
|Special=&lt;br /&gt;
|Description=Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer. Their use is simple—use them to block melee attacks, especially blades, turning blows away without actually cutting into you.&lt;br /&gt;
|Jackpoint=*Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.&lt;br /&gt;
**Butch&lt;br /&gt;
*Personal experience or after-surgery reports from the clinic?&lt;br /&gt;
**Sounder&lt;br /&gt;
*Yes.&lt;br /&gt;
**Butch&lt;br /&gt;
*The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades, holdout guns, or, a personal favorite, a place to keep your commlink.&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*You mean cyberdeck.&lt;br /&gt;
**Bull&lt;br /&gt;
*No, I mean commlink. I keep my ‘deck in my new bag. See? [[File:SR5-devgrrl-Deck Bag.png|100px]]&lt;br /&gt;
**/dev/grrl&lt;br /&gt;
*A pink cyberdeck holster with unicorns and sparkles? Kill me now.&lt;br /&gt;
**Bull&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Ballistic Mask==&lt;br /&gt;
{{SR5:Armor Template|Article=Ballistic Mask&lt;br /&gt;
|Armor=+2|Capacity=8|Availability=6|Cost=150&lt;br /&gt;
|Special=;Features:Increase Social Limit by 1 for Intimidation Tests, Customized (increase the Social Limit by a total of 2, +150)&lt;br /&gt;
|Description=By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless. Ballistic masks can take vision enhancements as well as any modification a helmet can take.&lt;br /&gt;
&lt;br /&gt;
Custom jobs are, naturally, more expensive.&lt;br /&gt;
|Jackpoint=&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Cloak&lt;br /&gt;
|Capacity=(Rating)|Availability=1|Cost=(Rating) x 100&lt;br /&gt;
From a simple poncho treated to resist Seattle’s acid rain to a stylish cloak to accent your evening wear, all sort of variations can be found in the Sixth World. While offering no inherent armor bonus, cloaks are capable of accepting armor modifications—100¥ per point of Rating (maximum 6). Wearers suffer a –1 Social Limit modifer when wearing a cloak. Availability 1. Designer cloaks can be purchased which match popular high fashion outfits for an additional 300¥, an absolute must if you want to avoid a fashion faux pas (they remove the Social Limit penalty). Cloaks provide a –2 Concealability modifier to items completely hidden underneath.&lt;br /&gt;
&lt;br /&gt;
==Cloak==&lt;br /&gt;
{{SR5:Armor Template|Article=Ruthenium Polymer Cloak&lt;br /&gt;
|Availability=14F|Cost=(Rating) x 4,000&lt;br /&gt;
A hooded cloak infused with ruthenium polymer fibers. Originally developed for military snipers and spotters who needed to remain concealed and stationary for an extended period of time. The sensor suite that replicates the surroundings has difficulty adapting to the rippling of the cloak while the wearer is in motion. Because of this, the cloak is not as effective while moving as RP modified armor, but it is still fully effective standing still.&lt;br /&gt;
These cloaks are also sometimes used to conceal small, strategically important objects. Rating 1-4. The base modifer to a Perception Test to spot the wearer is –(Rating + 2) while stationary and –(Rating – 1) while moving. (That is right, a Rating 1 RP cloak offers no beneft while moving. You just look like you are wearing a poncho made of static. Which may be fashionable in some places, as there is no accounting for Sixth World taste.) An RP cloak has no capacity for any additional armor modifications.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2822</id>
		<title>SR5:Gear Lists:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2822"/>
		<updated>2017-09-07T10:10:51Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Armor Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Armor Lists=&lt;br /&gt;
===Clothing &amp;amp; Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Clothing --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Clothing&lt;br /&gt;
|Armor=0|Capacity=0|Cost=20|CostNote=-100,000&amp;amp;yen;&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Electrochromic Modification&lt;br /&gt;
|Avail=+2|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Feedback Clothing&lt;br /&gt;
|Avail=8|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=(Synth)Leather&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Suit&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Suit&lt;br /&gt;
|Armor=9|Capacity=5|Avail=9|Cost=2,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=8|Cost=2,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Crimson Sky Suit&lt;br /&gt;
|Armor=8|Capacity=5|Avail=6|Cost=2,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Suit&lt;br /&gt;
|Armor=8|Capacity=6|Avail=7|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Dress&lt;br /&gt;
|Armor=7|Capacity=5|Avail=7|Cost=2,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Greatcoat Coat&lt;br /&gt;
|Armor=10/+3|Capacity=10|Avail=8|Cost=3,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Ulysses Coat&lt;br /&gt;
|Armor=10/+3|Capacity=12|Avail=8|Cost=3,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Argentum Coat&lt;br /&gt;
|Armor=12/+4|Capacity=14|Avail=10|Cost=3,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Cups&lt;br /&gt;
|Armor=9|Capacity=8|Avail=6|Cost=1,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Swords&lt;br /&gt;
|Armor=7|Capacity=8|Avail=6|Cost=1,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Wands&lt;br /&gt;
|Armor=6|Capacity=8|Avail=6|Cost=1,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Coins&lt;br /&gt;
|Armor=7|Capacity=10|Avail=4|Cost=2,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Spades&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Clubs&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Hearts&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Diamonds&lt;br /&gt;
|Armor=8|Capacity=6|Avail=8|Cost=1,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Steampunk|Armor=10|Capacity=14|Avail=7|Cost=2,250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line|Armor=9|Capacity=5|Avail=8|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line Longcoat|Armor=10 / +3|Capacity=6|Avail=8|Cost=2,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Sleeping Tiger|Armor=13|Capacity=10|Avail=10|Cost=13,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Executive Suite|Armor=12|Capacity=4|Avail=12|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Heritage|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Avail=16|Cost=2,000|CostNote=+(Armor Rating x 500)|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Nightshade/Moonsilver|Armor=7|Capacity=2|Avail=10|Cost=8,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Second Skin|Armor=6/+2|Capacity=2|Avail=14|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Jacket|Armor=12|Capacity=10|Avail=10|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Vest|Armor=9|Capacity=10|Avail=7|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Clothing|Armor=7|Capacity=10|Avail=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Wild Hunt|Armor=12|Capacity=10|Avail=12|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Industrious|Armor=9|Capacity=6|Avail=6|Cost=1,100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Big Game Hunter|Armor=14|Capacity=12|Avail=12|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Rapid Transit|Armor=9|Capacity=6|Avail=10|Cost=400+|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Actioneer Business Clothes&lt;br /&gt;
|Armor=8|Capacity=8|Avail=8|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Clothing&lt;br /&gt;
|Armor=6|Capacity=6|Avail=2|Cost=450&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Jacket&lt;br /&gt;
|Armor=12|Capacity=12|Avail=2|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Vest&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chameleon Suit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=10R|Cost=1,700&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor&lt;br /&gt;
|Armor=15|Capacity=15|Avail=14R|Cost=2,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=+3|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Chemical Seal&lt;br /&gt;
|Avail=+6|Cost=+6,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Environmental Adaptation&lt;br /&gt;
|Avail=+3|Cost=+1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Lined Coat&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=900&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=8|Cost=650&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit, Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Cost=+100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Helmets/Shields --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Avail=2|Cost=100&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=10R|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Form-Fitting Body Armor|Armor=8|Capacity=3|Avail=8|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Light|Armor=15|Capacity=15|Avail=16F|Cost=15,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Medium|Armor=18|Capacity=18|Avail=18F|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Heavy|Armor=20|Capacity=20|Avail=22F|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Helmet|Armor=+3|Capacity=8|Avail=8F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Light|Armor=15|Capacity=12|Avail=14R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Medium|Armor=18|Capacity=14|Avail=16R|Cost=14,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Heavy|Armor=20|Capacity=16|Avail=18R|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Helmet|Armor=+3|Capacity=5|Avail=8R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Armor|Armor=8|Capacity=8|Avail=6|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Helmet|Armor=+2|Capacity=6|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear|Armor=6|Capacity=6|Avail=6|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear Helmet|Armor=+2|Capacity=3|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Armor|Armor=14|Capacity=8|Avail=10R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Helmet|Armor=+2|Capacity=6|Avail=6R|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Armor|Armor=15|Capacity=15|Avail=16R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Helmet|Armor=+3|Capacity=8|Avail=10R|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Arms Kit|Armor=+1|Capacity=1|Avail=6|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Legs Kit|Armor=+1|Capacity=1|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Vitals Kit|Armor=+1|Capacity=1|Avail=6|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Body Armor Bag|Armor=8|Capacity=4|Avail=8|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chain Mail|Armor=8|Capacity=2|Avail=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Padded Leather|Armor=7|Capacity=2|Avail=8|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ares FlaShield|Armor=+6|Capacity=4|Avail=12R|Cost=4,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Murder Armor|Armor=13|Capacity=4|Avail=12R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Gorepak|Avail=8R|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Forearm Guards|Armor=+1|Capacity=3|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Mask|Armor=+2|Capacity=8|Avail=6|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Cloak|Capacity=(Rating)|Avail=1|Cost=(Rating) x 100|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ruthenium Polymer Cloak|Avail=14F|Cost=(Rating) x 4,000|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Environmental Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Environment!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ghillie Suit|Environment=Universal|Armor=4|Capacity=4|Availability=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Survivalist|Environment=Universal|Armor=8|Capacity=6|Availability=10|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Desert Suit|Environment=Heat|Armor=3|Capacity=2|Availability=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Snake Mesh Socks|Environment=Heat|Armor=+2|Availability=6|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Coldsuit|Environment=Cold|Armor=—|Capacity=4|Availability=4|Cost=800|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Polar Survival Suit|Environment=Cold|Armor=6|Capacity=6|Availability=8|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Arctic Forces Suit|Environment=Cold|Armor=15|Capacity=14|Availability=16R|Cost=11,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Coldsuit|Environment=Cold|Armor=9|Capacity=6|Availability=6|Cost=1,200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Polar Sneak Suit|Environment=Cold|Armor=6|Capacity=4|Availability=16F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Enclosed Breathing Helmet|Environment=Aquatic|Armor=—|Capacity=6|Availability=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Full Face Mask|Environment=Aquatic|Armor=—|Capacity=4|Availability=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Drysuit|Environment=Aquatic|Armor=—|Capacity=4|Availability=6|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Diving Armor|Environment=Aquatic|Armor=7|Capacity=4|Availability=6|Cost=1,750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Arctic Diving Suit|Environment=Aquatic|Armor=1|Capacity=4|Availability=8|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo HEL Suit|Environment=Space|Armor=8|Capacity=5|Availability=10|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Spacesuit|Environment=Space|Armor=12|Capacity=6|Availability=16|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Security Spacesuit|Environment=Space|Armor=15|Capacity=10|Availability=24|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo Armadillo Armored Spacesuit|Environment=Space|Armor=16|Capacity=10|Availability=24R|Cost=35,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Magnetic Boots|Environment=Space|Armor=—|Capacity=4|Availability=12|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Survival Bubble|Environment=Space|Armor=4|Capacity=4|Availability=Rating x 3|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=MCT EE Suit|Environment=Space|Armor=6|Capacity=5|Availability=10|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Modification!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Protection&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Seal&lt;br /&gt;
|Capacity=[6]|Avail=12R|Cost=3,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fire Resistance&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Insulation&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Nonconductivity&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Frills&lt;br /&gt;
|Capacity=[2]|Avail=6R|Cost=250&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Thermal Damping&lt;br /&gt;
|Capacity=[Rating]|Avail=10R|Cost=500|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Auto-Injector|Capacity=[2]|Avail=4|Cost=1,500|CostNote= + chemical costs|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fresnel Fabric|Capacity=[2]|Avail=14R|Cost=Rating x 1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Pulse Weave|Capacity=[3]|Avail=+8R|Cost=Rating x 3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Weave|Capacity=[3]|Avail=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Universal Mirror Material (per square meter)|Capacity=[3]|Avail=8F|Cost=Rating x 250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=YNT Softweave Armor|Capacity=—|Avail=+4|Cost=x2|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Ruthenium Polymer Coating (Rating 1-4)|Capacity=[4]|Avail=16F|Cost=Rating x 5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Radiation Shielding|Capacity=[Rating]|Avail=Rating x 2|Cost=Rating x 200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gel Packs|Capacity=—|Avail=6|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Response Interface Gear (RIG)|Capacity=[4] + [2]|Avail=8|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Biofiber Pocket|Capacity=[2]|Avail=10F|Cost=700|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Concealed Pockets|Capacity=[1]|Avail=4|Cost=40|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Faraday Pocket|Capacity=[1]|Avail=7R|Cost=50|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gear Access|Capacity=[4]|Avail=4|Cost=150|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR ADD-ONS&lt;br /&gt;
!ADD-ON!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Picker||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Biomonitor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Climbing Gear||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Concealed Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight||[1]&lt;br /&gt;
|-&lt;br /&gt;
|GPS||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Holster||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Keycard Copier||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick Set||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Medkit||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-flare Launcher||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder w/ 1 fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Draw Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Sequencer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Survival Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Tool Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Wire Clippers||[1]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR MODIFICATION&lt;br /&gt;
!MODIFICATION!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Protection||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Seal||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Environmental Adaptation||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Feedback System||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Fire Resistance||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Gas Mask||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Internal Air Tank||[1 per hour]&lt;br /&gt;
|-&lt;br /&gt;
|Insulation||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Nonconductivity||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Respirator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Shock Frills||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Damping||[Rating]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+AUDIO ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Audio System||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Audio Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Select Sound Filter||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Spatial Recognizer||[2]&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+VISION ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Flare Compensation||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Image Link/HUD||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Low-Light Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Smartlink||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Thermographic Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound Sensor||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Magnification||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+COMMUNICATIONS GEAR&lt;br /&gt;
!GEAR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|AR Gloves||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Commlink||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Jammer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-transceiver||[1]&lt;br /&gt;
|-&lt;br /&gt;
|RFID Tag-Sim Module||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Simrig||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Tag Eraser||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Trid Projector||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Trodes||[1]&lt;br /&gt;
|-&lt;br /&gt;
|White Noise Generator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Wireless Link||—&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+SENSORS&lt;br /&gt;
!SENSOR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Atmosphere Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Bug Scanner||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Camera||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Cyberware Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Directional Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Geiger Counter||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Range Finder||[1]&lt;br /&gt;
|-&lt;br /&gt;
|MAD Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Motion Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Olfactory Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Omni-directional Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Radio Signal Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2821</id>
		<title>SR5:Gear Lists:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2821"/>
		<updated>2017-09-07T10:10:08Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Armor Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Armor Lists=&lt;br /&gt;
===Clothing &amp;amp; Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Clothing --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Clothing&lt;br /&gt;
|Armor=0|Capacity=0|Cost=20|CostNote=-100,000&amp;amp;yen;&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Electrochromic Modification&lt;br /&gt;
|Avail=+2|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Feedback Clothing&lt;br /&gt;
|Avail=8|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=(Synth)Leather&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Suit&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Suit&lt;br /&gt;
|Armor=9|Capacity=5|Avail=9|Cost=2,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=8|Cost=2,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Crimson Sky Suit&lt;br /&gt;
|Armor=8|Capacity=5|Avail=6|Cost=2,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Suit&lt;br /&gt;
|Armor=8|Capacity=6|Avail=7|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Dress&lt;br /&gt;
|Armor=7|Capacity=5|Avail=7|Cost=2,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Greatcoat Coat&lt;br /&gt;
|Armor=10/+3|Capacity=10|Avail=8|Cost=3,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Ulysses Coat&lt;br /&gt;
|Armor=10/+3|Capacity=12|Avail=8|Cost=3,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Argentum Coat&lt;br /&gt;
|Armor=12/+4|Capacity=14|Avail=10|Cost=3,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Cups&lt;br /&gt;
|Armor=9|Capacity=8|Avail=6|Cost=1,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Swords&lt;br /&gt;
|Armor=7|Capacity=8|Avail=6|Cost=1,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Wands&lt;br /&gt;
|Armor=6|Capacity=8|Avail=6|Cost=1,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Coins&lt;br /&gt;
|Armor=7|Capacity=10|Avail=4|Cost=2,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Spades&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Clubs&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Hearts&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Diamonds&lt;br /&gt;
|Armor=8|Capacity=6|Avail=8|Cost=1,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Steampunk|Armor=10|Capacity=14|Avail=7|Cost=2,250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line|Armor=9|Capacity=5|Avail=8|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line Longcoat|Armor=10 / +3|Capacity=6|Avail=8|Cost=2,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Sleeping Tiger|Armor=13|Capacity=10|Avail=10|Cost=13,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Executive Suite|Armor=12|Capacity=4|Avail=12|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Heritage|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Avail=16|Cost=2,000|CostNote=+(Armor Rating x 500)|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Nightshade/Moonsilver|Armor=7|Capacity=2|Avail=10|Cost=8,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Second Skin|Armor=6/+2|Capacity=2|Avail=14|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Jacket|Armor=12|Capacity=10|Avail=10|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Vest|Armor=9|Capacity=10|Avail=7|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Clothing|Armor=7|Capacity=10|Avail=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Wild Hunt|Armor=12|Capacity=10|Avail=12|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Industrious|Armor=9|Capacity=6|Avail=6|Cost=1,100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Big Game Hunter|Armor=14|Capacity=12|Avail=12|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Rapid Transit|Armor=9|Capacity=6|Avail=10|Cost=400+|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Actioneer Business Clothes&lt;br /&gt;
|Armor=8|Capacity=8|Avail=8|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Clothing&lt;br /&gt;
|Armor=6|Capacity=6|Avail=2|Cost=450&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Jacket&lt;br /&gt;
|Armor=12|Capacity=12|Avail=2|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Vest&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chameleon Suit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=10R|Cost=1,700&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor&lt;br /&gt;
|Armor=15|Capacity=15|Avail=14R|Cost=2,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=+3|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Chemical Seal&lt;br /&gt;
|Avail=+6|Cost=+6,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Environmental Adaptation&lt;br /&gt;
|Avail=+3|Cost=+1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Lined Coat&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=900&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=8|Cost=650&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit, Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Cost=+100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Helmets/Shields --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Avail=2|Cost=100&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=10R|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Form-Fitting Body Armor|Armor=8|Capacity=3|Avail=8|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Light|Armor=15|Capacity=15|Avail=16F|Cost=15,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Medium|Armor=18|Capacity=18|Avail=18F|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Heavy|Armor=20|Capacity=20|Avail=22F|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Helmet|Armor=+3|Capacity=8|Avail=8F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Light|Armor=15|Capacity=12|Avail=14R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Medium|Armor=18|Capacity=14|Avail=16R|Cost=14,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Heavy|Armor=20|Capacity=16|Avail=18R|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Helmet|Armor=+3|Capacity=5|Avail=8R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Armor|Armor=8|Capacity=8|Avail=6|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Helmet|Armor=+2|Capacity=6|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear|Armor=6|Capacity=6|Avail=6|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear Helmet|Armor=+2|Capacity=3|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Armor|Armor=14|Capacity=8|Avail=10R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Helmet|Armor=+2|Capacity=6|Avail=6R|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Armor|Armor=15|Capacity=15|Avail=16R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Helmet|Armor=+3|Capacity=8|Avail=10R|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Arms Kit|Armor=+1|Capacity=1|Avail=6|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Legs Kit|Armor=+1|Capacity=1|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Vitals Kit|Armor=+1|Capacity=1|Avail=6|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Body Armor Bag|Armor=8|Capacity=4|Avail=8|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chain Mail|Armor=8|Capacity=2|Avail=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Padded Leather|Armor=7|Capacity=2|Avail=8|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ares FlaShield|Armor=+6|Capacity=4|Avail=12R|Cost=4,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Murder Armor|Armor=13|Capacity=4|Avail=12R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Gorepak|Avail=8R|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Forearm Guards|Armor=+1|Capacity=3|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Mask|Armor=+2|Capacity=8|Avail=6|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Cloak|Capacity=(Rating)|Avail=1|Cost=(Rating) x 100|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ruthenium Polymer Cloak|Avail=14F|Cost=(Rating) x 4,000|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Environmental Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Environment!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ghillie Suit|Environment=Universal|Armor=4|Capacity=4|Availability=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Survivalist|Environment=Universal|Armor=8|Capacity=6|Availability=10|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Desert Suit|Environment=Heat|Armor=3|Capacity=2|Availability=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Snake Mesh Socks|Environment=Heat|Armor=+2|Availability=6|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Coldsuit|Environment=Cold|Armor=—|Capacity=4|Availability=4|Cost=800|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Polar Survival Suit|Environment=Cold|Armor=6|Capacity=6|Availability=8|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Arctic Forces Suit|Environment=Cold|Armor=15|Capacity=14|Availability=16R|Cost=11,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Coldsuit|Environment=Cold|Armor=9|Capacity=6|Availability=6|Cost=1,200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Polar Sneak Suit|Environment=Cold|Armor=6|Capacity=4|Availability=16F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Enclosed Breathing Helmet|Environment=Aquatic|Armor=—|Capacity=6|Availability=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Full Face Mask|Environment=Aquatic|Armor=—|Capacity=4|Availability=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Drysuit|Environment=Aquatic|Armor=—|Capacity=4|Availability=6|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Diving Armor|Environment=Aquatic|Armor=7|Capacity=4|Availability=6|Cost=1,750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Arctic Diving Suit|Environment=Aquatic|Armor=1|Capacity=4|Availability=8|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo HEL Suit|Environment=Space|Armor=8|Capacity=5|Availability=10|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Spacesuit|Environment=Space|Armor=12|Capacity=6|Availability=16|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Security Spacesuit|Environment=Space|Armor=15|Capacity=10|Availability=24|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo Armadillo Armored Spacesuit|Environment=Space|Armor=16|Capacity=10|Availability=24R|Cost=35,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Magnetic Boots|Environment=Space|Armor=—|Capacity=4|Availability=12|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Survival Bubble|Environment=Space|Armor=4|Capacity=4|Availability=Rating x 3|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=MCT EE Suit|Environment=Space|Armor=6|Capacity=5|Availability=10|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Modification!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Protection&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Seal&lt;br /&gt;
|Capacity=[6]|Avail=12R|Cost=3,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fire Resistance&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Insulation&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Nonconductivity&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Frills&lt;br /&gt;
|Capacity=[2]|Avail=6R|Cost=250&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Thermal Damping&lt;br /&gt;
|Capacity=[Rating]|Avail=10R|Cost=500|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Auto-Injector|Capacity=[2]|Avail=4|Cost=1,500|CostNote= + chemical costs|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fresnel Fabric|Capacity=[2]|Avail=14R|Cost=Rating x 1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Pulse Weave|Capacity=[3]|Avail=+8R|Cost=Rating x 3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Weave|Capacity=[3]|Avail=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Universal Mirror Material (per square meter)|Capacity=[3]|Avail=8F|Cost=Rating x 250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=YNT Softweave Armor|Capacity=—|Avail=+4|Cost=x2|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Ruthenium Polymer Coating (Rating 1-4)|Capacity=[4]|Avail=16F|Cost=Rating x 5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Radiation Shielding|Capacity=[Rating]|Avail=Rating x 2|Cost=Rating x 200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gel Packs|Capacity=—|Avail=6|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Response Interface Gear (RIG)|Capacity=[4] + [2]|Avail=8|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Biofiber Pocket|Capacity=-2|Avail=10F|Cost=700|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Concealed Pockets|Capacity=-1|Avail=4|Cost=40|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Faraday Pocket|Capacity=-1|Avail=7R|Cost=50|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gear Access|Capacity=-4|Avail=4|Cost=150|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR ADD-ONS&lt;br /&gt;
!ADD-ON!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Picker||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Biomonitor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Climbing Gear||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Concealed Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight||[1]&lt;br /&gt;
|-&lt;br /&gt;
|GPS||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Holster||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Keycard Copier||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick Set||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Medkit||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-flare Launcher||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder w/ 1 fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Draw Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Sequencer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Survival Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Tool Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Wire Clippers||[1]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR MODIFICATION&lt;br /&gt;
!MODIFICATION!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Protection||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Seal||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Environmental Adaptation||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Feedback System||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Fire Resistance||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Gas Mask||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Internal Air Tank||[1 per hour]&lt;br /&gt;
|-&lt;br /&gt;
|Insulation||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Nonconductivity||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Respirator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Shock Frills||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Damping||[Rating]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+AUDIO ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Audio System||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Audio Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Select Sound Filter||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Spatial Recognizer||[2]&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+VISION ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Flare Compensation||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Image Link/HUD||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Low-Light Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Smartlink||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Thermographic Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound Sensor||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Magnification||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+COMMUNICATIONS GEAR&lt;br /&gt;
!GEAR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|AR Gloves||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Commlink||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Jammer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-transceiver||[1]&lt;br /&gt;
|-&lt;br /&gt;
|RFID Tag-Sim Module||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Simrig||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Tag Eraser||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Trid Projector||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Trodes||[1]&lt;br /&gt;
|-&lt;br /&gt;
|White Noise Generator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Wireless Link||—&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+SENSORS&lt;br /&gt;
!SENSOR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Atmosphere Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Bug Scanner||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Camera||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Cyberware Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Directional Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Geiger Counter||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Range Finder||[1]&lt;br /&gt;
|-&lt;br /&gt;
|MAD Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Motion Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Olfactory Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Omni-directional Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Radio Signal Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2820</id>
		<title>SR5:Gear Lists:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2820"/>
		<updated>2017-09-07T10:06:30Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Clothing &amp;amp; Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Armor Lists=&lt;br /&gt;
===Clothing &amp;amp; Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Clothing --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Clothing&lt;br /&gt;
|Armor=0|Capacity=0|Cost=20|CostNote=-100,000&amp;amp;yen;&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Electrochromic Modification&lt;br /&gt;
|Avail=+2|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Feedback Clothing&lt;br /&gt;
|Avail=8|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=(Synth)Leather&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Suit&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Suit&lt;br /&gt;
|Armor=9|Capacity=5|Avail=9|Cost=2,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=8|Cost=2,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Crimson Sky Suit&lt;br /&gt;
|Armor=8|Capacity=5|Avail=6|Cost=2,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Suit&lt;br /&gt;
|Armor=8|Capacity=6|Avail=7|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Dress&lt;br /&gt;
|Armor=7|Capacity=5|Avail=7|Cost=2,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Greatcoat Coat&lt;br /&gt;
|Armor=10/+3|Capacity=10|Avail=8|Cost=3,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Ulysses Coat&lt;br /&gt;
|Armor=10/+3|Capacity=12|Avail=8|Cost=3,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Argentum Coat&lt;br /&gt;
|Armor=12/+4|Capacity=14|Avail=10|Cost=3,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Cups&lt;br /&gt;
|Armor=9|Capacity=8|Avail=6|Cost=1,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Swords&lt;br /&gt;
|Armor=7|Capacity=8|Avail=6|Cost=1,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Wands&lt;br /&gt;
|Armor=6|Capacity=8|Avail=6|Cost=1,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Coins&lt;br /&gt;
|Armor=7|Capacity=10|Avail=4|Cost=2,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Spades&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Clubs&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Hearts&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Diamonds&lt;br /&gt;
|Armor=8|Capacity=6|Avail=8|Cost=1,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Steampunk|Armor=10|Capacity=14|Avail=7|Cost=2,250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line|Armor=9|Capacity=5|Avail=8|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line Longcoat|Armor=10 / +3|Capacity=6|Avail=8|Cost=2,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Sleeping Tiger|Armor=13|Capacity=10|Avail=10|Cost=13,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Executive Suite|Armor=12|Capacity=4|Avail=12|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Heritage|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Avail=16|Cost=2,000|CostNote=+(Armor Rating x 500)|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Nightshade/Moonsilver|Armor=7|Capacity=2|Avail=10|Cost=8,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Second Skin|Armor=6/+2|Capacity=2|Avail=14|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Jacket|Armor=12|Capacity=10|Avail=10|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Vest|Armor=9|Capacity=10|Avail=7|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Clothing|Armor=7|Capacity=10|Avail=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Wild Hunt|Armor=12|Capacity=10|Avail=12|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Industrious|Armor=9|Capacity=6|Avail=6|Cost=1,100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Big Game Hunter|Armor=14|Capacity=12|Avail=12|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Rapid Transit|Armor=9|Capacity=6|Avail=10|Cost=400+|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Actioneer Business Clothes&lt;br /&gt;
|Armor=8|Capacity=8|Avail=8|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Clothing&lt;br /&gt;
|Armor=6|Capacity=6|Avail=2|Cost=450&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Jacket&lt;br /&gt;
|Armor=12|Capacity=12|Avail=2|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Vest&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chameleon Suit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=10R|Cost=1,700&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor&lt;br /&gt;
|Armor=15|Capacity=15|Avail=14R|Cost=2,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=+3|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Chemical Seal&lt;br /&gt;
|Avail=+6|Cost=+6,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Environmental Adaptation&lt;br /&gt;
|Avail=+3|Cost=+1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Lined Coat&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=900&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=8|Cost=650&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit, Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Cost=+100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Helmets/Shields --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Avail=2|Cost=100&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=10R|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Form-Fitting Body Armor|Armor=8|Capacity=3|Avail=8|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Light|Armor=15|Capacity=15|Avail=16F|Cost=15,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Medium|Armor=18|Capacity=18|Avail=18F|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Heavy|Armor=20|Capacity=20|Avail=22F|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Helmet|Armor=+3|Capacity=8|Avail=8F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Light|Armor=15|Capacity=12|Avail=14R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Medium|Armor=18|Capacity=14|Avail=16R|Cost=14,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Heavy|Armor=20|Capacity=16|Avail=18R|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Helmet|Armor=+3|Capacity=5|Avail=8R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Armor|Armor=8|Capacity=8|Avail=6|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Helmet|Armor=+2|Capacity=6|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear|Armor=6|Capacity=6|Avail=6|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear Helmet|Armor=+2|Capacity=3|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Armor|Armor=14|Capacity=8|Avail=10R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Helmet|Armor=+2|Capacity=6|Avail=6R|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Armor|Armor=15|Capacity=15|Avail=16R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Helmet|Armor=+3|Capacity=8|Avail=10R|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Arms Kit|Armor=+1|Capacity=1|Avail=6|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Legs Kit|Armor=+1|Capacity=1|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Vitals Kit|Armor=+1|Capacity=1|Avail=6|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Body Armor Bag|Armor=8|Capacity=4|Avail=8|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chain Mail|Armor=8|Capacity=2|Avail=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Padded Leather|Armor=7|Capacity=2|Avail=8|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ares FlaShield|Armor=+6|Capacity=4|Avail=12R|Cost=4,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Murder Armor|Armor=13|Capacity=4|Avail=12R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Gorepak|Avail=8R|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Forearm Guards|Armor=+1|Capacity=3|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Mask|Armor=+2|Capacity=8|Avail=6|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Cloak|Capacity=(Rating)|Avail=1|Cost=(Rating) x 100|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ruthenium Polymer Cloak|Avail=14F|Cost=(Rating) x 4,000|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Environmental Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Environment!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ghillie Suit|Environment=Universal|Armor=4|Capacity=4|Availability=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Survivalist|Environment=Universal|Armor=8|Capacity=6|Availability=10|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Desert Suit|Environment=Heat|Armor=3|Capacity=2|Availability=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Snake Mesh Socks|Environment=Heat|Armor=+2|Availability=6|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Coldsuit|Environment=Cold|Armor=—|Capacity=4|Availability=4|Cost=800|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Polar Survival Suit|Environment=Cold|Armor=6|Capacity=6|Availability=8|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Arctic Forces Suit|Environment=Cold|Armor=15|Capacity=14|Availability=16R|Cost=11,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Coldsuit|Environment=Cold|Armor=9|Capacity=6|Availability=6|Cost=1,200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Polar Sneak Suit|Environment=Cold|Armor=6|Capacity=4|Availability=16F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Enclosed Breathing Helmet|Environment=Aquatic|Armor=—|Capacity=6|Availability=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Full Face Mask|Environment=Aquatic|Armor=—|Capacity=4|Availability=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Drysuit|Environment=Aquatic|Armor=—|Capacity=4|Availability=6|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Diving Armor|Environment=Aquatic|Armor=7|Capacity=4|Availability=6|Cost=1,750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Arctic Diving Suit|Environment=Aquatic|Armor=1|Capacity=4|Availability=8|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo HEL Suit|Environment=Space|Armor=8|Capacity=5|Availability=10|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Spacesuit|Environment=Space|Armor=12|Capacity=6|Availability=16|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Security Spacesuit|Environment=Space|Armor=15|Capacity=10|Availability=24|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo Armadillo Armored Spacesuit|Environment=Space|Armor=16|Capacity=10|Availability=24R|Cost=35,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Magnetic Boots|Environment=Space|Armor=—|Capacity=4|Availability=12|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Survival Bubble|Environment=Space|Armor=4|Capacity=4|Availability=Rating x 3|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=MCT EE Suit|Environment=Space|Armor=6|Capacity=5|Availability=10|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Modification!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Protection&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Seal&lt;br /&gt;
|Capacity=[6]|Avail=12R|Cost=3,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fire Resistance&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Insulation&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Nonconductivity&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Frills&lt;br /&gt;
|Capacity=[2]|Avail=6R|Cost=250&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Thermal Damping&lt;br /&gt;
|Capacity=[Rating]|Avail=10R|Cost=500|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Auto-Injector|Capacity=[2]|Avail=4|Cost=1,500|CostNote= + chemical costs|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fresnel Fabric|Capacity=[2]|Avail=14R|Cost=Rating x 1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Pulse Weave|Capacity=[3]|Avail=+8R|Cost=Rating x 3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Weave|Capacity=[3]|Avail=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Universal Mirror Material (per square meter)|Capacity=[3]|Avail=8F|Cost=Rating x 250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=YNT Softweave Armor|Capacity=—|Avail=+4|Cost=x2|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Ruthenium Polymer Coating (Rating 1-4)|Capacity=[4]|Avail=16F|Cost=Rating x 5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Radiation Shielding|Capacity=[Rating]|Avail=Rating x 2|Cost=Rating x 200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gel Packs|Capacity=—|Avail=6|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Response Interface Gear (RIG)|Capacity=[4] + [2]|Avail=8|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR ADD-ONS&lt;br /&gt;
!ADD-ON!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Picker||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Biomonitor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Climbing Gear||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Concealed Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight||[1]&lt;br /&gt;
|-&lt;br /&gt;
|GPS||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Holster||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Keycard Copier||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick Set||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Medkit||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-flare Launcher||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder w/ 1 fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Draw Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Sequencer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Survival Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Tool Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Wire Clippers||[1]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR MODIFICATION&lt;br /&gt;
!MODIFICATION!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Protection||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Seal||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Environmental Adaptation||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Feedback System||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Fire Resistance||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Gas Mask||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Internal Air Tank||[1 per hour]&lt;br /&gt;
|-&lt;br /&gt;
|Insulation||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Nonconductivity||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Respirator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Shock Frills||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Damping||[Rating]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+AUDIO ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Audio System||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Audio Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Select Sound Filter||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Spatial Recognizer||[2]&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+VISION ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Flare Compensation||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Image Link/HUD||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Low-Light Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Smartlink||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Thermographic Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound Sensor||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Magnification||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+COMMUNICATIONS GEAR&lt;br /&gt;
!GEAR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|AR Gloves||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Commlink||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Jammer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-transceiver||[1]&lt;br /&gt;
|-&lt;br /&gt;
|RFID Tag-Sim Module||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Simrig||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Tag Eraser||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Trid Projector||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Trodes||[1]&lt;br /&gt;
|-&lt;br /&gt;
|White Noise Generator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Wireless Link||—&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+SENSORS&lt;br /&gt;
!SENSOR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Atmosphere Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Bug Scanner||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Camera||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Cyberware Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Directional Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Geiger Counter||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Range Finder||[1]&lt;br /&gt;
|-&lt;br /&gt;
|MAD Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Motion Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Olfactory Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Omni-directional Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Radio Signal Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2819</id>
		<title>SR5:Gear Lists:Armor/Clothing</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Armor/Clothing&amp;diff=2819"/>
		<updated>2017-09-07T10:05:43Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Clothing &amp;amp; Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
&lt;br /&gt;
=Armor Lists=&lt;br /&gt;
===Clothing &amp;amp; Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Clothing --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Clothing&lt;br /&gt;
|Armor=0|Capacity=0|Cost=20|CostNote=-100,000&amp;amp;yen;&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Electrochromic Modification&lt;br /&gt;
|Avail=+2|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Feedback Clothing&lt;br /&gt;
|Avail=8|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=(Synth)Leather&lt;br /&gt;
|Armor=4|Capacity=4|Cost=+200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Suit&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armante Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=10|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Suit&lt;br /&gt;
|Armor=9|Capacity=5|Avail=9|Cost=2,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Berwick Dress&lt;br /&gt;
|Armor=8|Capacity=4|Avail=8|Cost=2,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Crimson Sky Suit&lt;br /&gt;
|Armor=8|Capacity=5|Avail=6|Cost=2,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Suit&lt;br /&gt;
|Armor=8|Capacity=6|Avail=7|Cost=2,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Summit Dress&lt;br /&gt;
|Armor=7|Capacity=5|Avail=7|Cost=2,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Greatcoat Coat&lt;br /&gt;
|Armor=10/+3|Capacity=10|Avail=8|Cost=3,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Ulysses Coat&lt;br /&gt;
|Armor=10/+3|Capacity=12|Avail=8|Cost=3,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Mortimer of London, Argentum Coat&lt;br /&gt;
|Armor=12/+4|Capacity=14|Avail=10|Cost=3,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Cups&lt;br /&gt;
|Armor=9|Capacity=8|Avail=6|Cost=1,600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Swords&lt;br /&gt;
|Armor=7|Capacity=8|Avail=6|Cost=1,300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Wands&lt;br /&gt;
|Armor=6|Capacity=8|Avail=6|Cost=1,200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Coins&lt;br /&gt;
|Armor=7|Capacity=10|Avail=4|Cost=2,100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Spades&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Clubs&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Hearts&lt;br /&gt;
|Armor=7|Capacity=6|Avail=6|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Ace of Diamonds&lt;br /&gt;
|Armor=8|Capacity=6|Avail=8|Cost=1,400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Steampunk|Armor=10|Capacity=14|Avail=7|Cost=2,250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line|Armor=9|Capacity=5|Avail=8|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Synergist Business Line Longcoat|Armor=10 / +3|Capacity=6|Avail=8|Cost=2,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Vashon Island, Sleeping Tiger|Armor=13|Capacity=10|Avail=10|Cost=13,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Executive Suite|Armor=12|Capacity=4|Avail=12|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Heritage|Armor=4/6/8/10/12|Capacity=Armor ÷ 2|Avail=16|Cost=2,000|CostNote=+(Armor Rating x 500)|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Nightshade/Moonsilver|Armor=7|Capacity=2|Avail=10|Cost=8,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Second Skin|Armor=6/+2|Capacity=2|Avail=14|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Jacket|Armor=12|Capacity=10|Avail=10|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Vest|Armor=9|Capacity=10|Avail=7|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Globetrotter Clothing|Armor=7|Capacity=10|Avail=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Wild Hunt|Armor=12|Capacity=10|Avail=12|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Industrious|Armor=9|Capacity=6|Avail=6|Cost=1,100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Big Game Hunter|Armor=14|Capacity=12|Avail=12|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Rapid Transit|Armor=9|Capacity=6|Avail=10|Cost=400+|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Actioneer Business Clothes&lt;br /&gt;
|Armor=8|Capacity=8|Avail=8|Cost=1,500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Clothing&lt;br /&gt;
|Armor=6|Capacity=6|Avail=2|Cost=450&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Jacket&lt;br /&gt;
|Armor=12|Capacity=12|Avail=2|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Armor Vest&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chameleon Suit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=10R|Cost=1,700&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor&lt;br /&gt;
|Armor=15|Capacity=15|Avail=14R|Cost=2,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Helmet&lt;br /&gt;
|Armor=+3|Capacity=+3|Cost=+500&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Chemical Seal&lt;br /&gt;
|Avail=+6|Cost=+6,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Full Body Armor, Environmental Adaptation&lt;br /&gt;
|Avail=+3|Cost=+1,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Lined Coat&lt;br /&gt;
|Armor=9|Capacity=9|Avail=4|Cost=900&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit&lt;br /&gt;
|Armor=9|Capacity=9|Avail=8|Cost=650&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Urban Explorer Jumpsuit, Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Cost=+100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Helmets/Shields --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Helmet&lt;br /&gt;
|Armor=+2|Capacity=+2|Avail=2|Cost=100&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=12R|Cost=1,200&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Shield&lt;br /&gt;
|Armor=+6|Capacity=+6|Avail=10R|Cost=1,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun Armor --&amp;gt;&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Form-Fitting Body Armor|Armor=8|Capacity=3|Avail=8|Cost=1,300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Light|Armor=15|Capacity=15|Avail=16F|Cost=15,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Medium|Armor=18|Capacity=18|Avail=18F|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Heavy|Armor=20|Capacity=20|Avail=22F|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Hardened Mil-Spec Battle Armor, Helmet|Armor=+3|Capacity=8|Avail=8F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Light|Armor=15|Capacity=12|Avail=14R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Medium|Armor=18|Capacity=14|Avail=16R|Cost=14,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Heavy|Armor=20|Capacity=16|Avail=18R|Cost=20,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Security Armor, Helmet|Armor=+3|Capacity=5|Avail=8R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Armor|Armor=8|Capacity=8|Avail=6|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bike Racing Helmet|Armor=+2|Capacity=6|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear|Armor=6|Capacity=6|Avail=6|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Bunker Gear Helmet|Armor=+2|Capacity=3|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Armor|Armor=14|Capacity=8|Avail=10R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Riot Control Helmet|Armor=+2|Capacity=6|Avail=6R|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Armor|Armor=15|Capacity=15|Avail=16R|Cost=8,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Swat Helmet|Armor=+3|Capacity=8|Avail=10R|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Arms Kit|Armor=+1|Capacity=1|Avail=6|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Legs Kit|Armor=+1|Capacity=1|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Securetech PPP Vitals Kit|Armor=+1|Capacity=1|Avail=6|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Body Armor Bag|Armor=8|Capacity=4|Avail=8|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Chain Mail|Armor=8|Capacity=2|Avail=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Padded Leather|Armor=7|Capacity=2|Avail=8|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ares FlaShield|Armor=+6|Capacity=4|Avail=12R|Cost=4,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Murder Armor|Armor=13|Capacity=4|Avail=12R|Cost=5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Gorepak|Avail=8R|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Forearm Guards|Armor=+1|Capacity=3|Avail=6|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ballistic Mask|Armor=+2|Capacity=8|Avail=6|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Cloak|Capacity=(Rating)|Avail=1|Cost=(Rating)x100|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Clothing/Armor Row|Article=Ruthenium Polymer Cloak|Avail=14F|Cost=(Rating)x4,000|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Environmental Armor===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Article!!Environment!!Armor Rating!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ghillie Suit|Environment=Universal|Armor=4|Capacity=4|Availability=6|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Survivalist|Environment=Universal|Armor=8|Capacity=6|Availability=10|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Desert Suit|Environment=Heat|Armor=3|Capacity=2|Availability=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Snake Mesh Socks|Environment=Heat|Armor=+2|Availability=6|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Coldsuit|Environment=Cold|Armor=—|Capacity=4|Availability=4|Cost=800|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Polar Survival Suit|Environment=Cold|Armor=6|Capacity=6|Availability=8|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Arctic Forces Suit|Environment=Cold|Armor=15|Capacity=14|Availability=16R|Cost=11,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Armored Coldsuit|Environment=Cold|Armor=9|Capacity=6|Availability=6|Cost=1,200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Ares Polar Sneak Suit|Environment=Cold|Armor=6|Capacity=4|Availability=16F|Cost=10,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Enclosed Breathing Helmet|Environment=Aquatic|Armor=—|Capacity=6|Availability=8|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Full Face Mask|Environment=Aquatic|Armor=—|Capacity=4|Availability=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Drysuit|Environment=Aquatic|Armor=—|Capacity=4|Availability=6|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Diving Armor|Environment=Aquatic|Armor=7|Capacity=4|Availability=6|Cost=1,750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Arctic Diving Suit|Environment=Aquatic|Armor=1|Capacity=4|Availability=8|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo HEL Suit|Environment=Space|Armor=8|Capacity=5|Availability=10|Cost=3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Spacesuit|Environment=Space|Armor=12|Capacity=6|Availability=16|Cost=12,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Security Spacesuit|Environment=Space|Armor=15|Capacity=10|Availability=24|Cost=25,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Evo Armadillo Armored Spacesuit|Environment=Space|Armor=16|Capacity=10|Availability=24R|Cost=35,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Magnetic Boots|Environment=Space|Armor=—|Capacity=4|Availability=12|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=Survival Bubble|Environment=Space|Armor=4|Capacity=4|Availability=Rating x 3|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Environmental Armor Row|Name=MCT EE Suit|Environment=Space|Armor=6|Capacity=5|Availability=10|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armor Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Modification!!Capacity!!Availability!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Protection&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Chemical Seal&lt;br /&gt;
|Capacity=[6]|Avail=12R|Cost=3,000&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fire Resistance&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Insulation&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Nonconductivity&lt;br /&gt;
|Capacity=[Rating]|Avail=6|Cost=250|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Frills&lt;br /&gt;
|Capacity=[2]|Avail=6R|Cost=250&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Thermal Damping&lt;br /&gt;
|Capacity=[Rating]|Avail=10R|Cost=500|CostNote=* Rating&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Auto-Injector|Capacity=[2]|Avail=4|Cost=1,500|CostNote= + chemical costs|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Fresnel Fabric|Capacity=[2]|Avail=14R|Cost=Rating x 1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Pulse Weave|Capacity=[3]|Avail=+8R|Cost=Rating x 3,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Shock Weave|Capacity=[3]|Avail=8|Cost=1,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Universal Mirror Material (per square meter)|Capacity=[3]|Avail=8F|Cost=Rating x 250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=YNT Softweave Armor|Capacity=—|Avail=+4|Cost=x2|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Ruthenium Polymer Coating (Rating 1-4)|Capacity=[4]|Avail=16F|Cost=Rating x 5,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Radiation Shielding|Capacity=[Rating]|Avail=Rating x 2|Cost=Rating x 200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Gel Packs|Capacity=—|Avail=6|Cost=1,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Armor Mod Row|Mod=Response Interface Gear (RIG)|Capacity=[4] + [2]|Avail=8|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Other Modifications===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR ADD-ONS&lt;br /&gt;
!ADD-ON!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Auto-Picker||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Biomonitor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Climbing Gear||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Concealed Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Flashlight||[1]&lt;br /&gt;
|-&lt;br /&gt;
|GPS||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Holster||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Keycard Copier||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Lockpick Set||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Medkit||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-flare Launcher||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder w/ 1 fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Miniwelder fuel canister||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Draw Holster||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Sequencer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Survival Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Tool Kit||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Wire Clippers||[1]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ARMOR MODIFICATION&lt;br /&gt;
!MODIFICATION!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Protection||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Chemical Seal||[6]&lt;br /&gt;
|-&lt;br /&gt;
|Environmental Adaptation||[4]&lt;br /&gt;
|-&lt;br /&gt;
|Feedback System||[3]&lt;br /&gt;
|-&lt;br /&gt;
|Fire Resistance||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Gas Mask||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Internal Air Tank||[1 per hour]&lt;br /&gt;
|-&lt;br /&gt;
|Insulation||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Nonconductivity||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Respirator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Shock Frills||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Thermal Damping||[Rating]&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+AUDIO ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Audio System||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Audio Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Select Sound Filter||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Spatial Recognizer||[2]&lt;br /&gt;
|}&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+VISION ENHANCEMENTS&lt;br /&gt;
!ENHANCEMENT!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Flare Compensation||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Image Link/HUD||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Low-Light Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Smartlink||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Thermographic Vision||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound Sensor||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Enhancement||[Rating]&lt;br /&gt;
|-&lt;br /&gt;
|Vision Magnification||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+COMMUNICATIONS GEAR&lt;br /&gt;
!GEAR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|AR Gloves||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Commlink||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Jammer||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Micro-transceiver||[1]&lt;br /&gt;
|-&lt;br /&gt;
|RFID Tag-Sim Module||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Simrig||[5]&lt;br /&gt;
|-&lt;br /&gt;
|Tag Eraser||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Trid Projector||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Trodes||[1]&lt;br /&gt;
|-&lt;br /&gt;
|White Noise Generator||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Wireless Link||—&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+SENSORS&lt;br /&gt;
!SENSOR!!CAPACITY&lt;br /&gt;
|-&lt;br /&gt;
|Atmosphere Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Bug Scanner||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Camera||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Cyberware Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Directional Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Geiger Counter||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Laser Range Finder||[1]&lt;br /&gt;
|-&lt;br /&gt;
|MAD Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Microphone||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Motion Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Olfactory Sensor||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Omni-directional Microphone||[2]&lt;br /&gt;
|-&lt;br /&gt;
|Radio Signal Scanner||[1]&lt;br /&gt;
|-&lt;br /&gt;
|Ultrasound||[1]&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2818</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2818"/>
		<updated>2017-09-07T10:00:43Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Callapsible scythe&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+2)P|AP=-2|Avail=16R|Cost=2,350&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Flame Bracer&lt;br /&gt;
|Acc=4|DV=6P(fire)|AP=-6|Modes=SS|Ammo=2(c)|Avail=8F|Cost=775&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Simoom&lt;br /&gt;
|Acc=5|DV=6P|AP=|Modes=SA/FA|Ammo=6(ml)|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Throwing Syringe&lt;br /&gt;
|Acc=Physical|DV=(STR-2)P|AP=-2|Avail=6F|Cost=1,500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Armatus&lt;br /&gt;
|Acc=6|DV=6P|AP=-5|Modes=SA|Ammo=10(c)|Avail=20F|Cost=19,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2817</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2817"/>
		<updated>2017-09-07T09:37:04Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Firearm Accessories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Under|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Under|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Under|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Under&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Under|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and under|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Barrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Under and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Under|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2816</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2816"/>
		<updated>2017-09-07T09:34:11Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Firearm Accessories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Mount=Side|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Mount=Side|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Mount=Barrel|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Mount=Top-mount|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Mount=Barrel|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Mount=Barrel and underbarrel|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Mount=Underbarrel|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Mount=Barrel|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Mount=Underbarrel and side|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Mount=Underbarrel|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2815</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2815"/>
		<updated>2017-09-07T09:29:25Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: /* Firearm Accessories */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ammo skip system&lt;br /&gt;
|Avail=8R|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Ceramic/plasteel components&lt;br /&gt;
|Avail=12+(Rating)F|Cost=Special&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chameleon coating&lt;br /&gt;
|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Custom look&lt;br /&gt;
|Avail=2|Cost=300&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (manual)&lt;br /&gt;
|Avail=8R|Cost=750&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Easy breakdown (powered)&lt;br /&gt;
|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Electronic firing&lt;br /&gt;
|Avail=10R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Explosive clip&lt;br /&gt;
|Avail=(As grenade)+2F|Cost=(As grenade)+20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extended clip&lt;br /&gt;
|Avail=6R|Cost=35&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Holographic sight&lt;br /&gt;
|Avail=2|Cost=125&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Long barrel&lt;br /&gt;
|Avail=8R|Cost=(Weapon cost)&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Melee hardening&lt;br /&gt;
|Avail=6|Cost=500&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Mounted crossbow&lt;br /&gt;
|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Overclocked&lt;br /&gt;
|Avail=6F|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Personalized grip&lt;br /&gt;
|Avail=2|Cost=100&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Retractible bayonette&lt;br /&gt;
|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sawed-off/short barrel&lt;br /&gt;
|Avail=4R|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Stock removal&lt;br /&gt;
|Avail=2|Cost=20&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Trigger removal&lt;br /&gt;
|Avail=2|Cost=50&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel laser&lt;br /&gt;
|Avail=16F|Cost=22,000&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Underbarrel shotgun&lt;br /&gt;
|Avail=5R|Cost=600&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2814</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2814"/>
		<updated>2017-09-07T09:09:21Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2813</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2813"/>
		<updated>2017-09-07T09:08:21Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|Reach=0/3|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2812</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2812"/>
		<updated>2017-09-07T09:06:22Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Plasteel Toe Boots&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2|Cost=200}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2811</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2811"/>
		<updated>2017-09-07T09:04:26Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Cavalier Arms Adder Slivergun&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Modes=SA|Ammo=20(c)|Avail=7F|Cost=320&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Manhunter&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Mode=SA|Ammo=16(c)|Avail=5R|Cost=700&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Lemat 2072&lt;br /&gt;
|Acc=5|DV=8P/10P(f)|AP=-1/+4|Mode=SS|Ammo=9(cy)/1(b)|Avail=8R|Cost=1,080&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2810</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2810"/>
		<updated>2017-09-07T08:54:09Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2809</id>
		<title>SR5:Gear Lists:Weapons</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Gear_Lists:Weapons&amp;diff=2809"/>
		<updated>2017-09-07T08:53:09Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Gear Navigation}}&lt;br /&gt;
{{SR5:Weapons List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
===Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Weapon!!Acc!!Reach!!DV!!AP!!Modes!!RC!!Ammo!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Blades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Axe&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+5)P|AP=-4|Avail=12R|Cost=4,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Combat Knife&lt;br /&gt;
|Acc=6|DV=(STR+2)P|AP=-3|Avail=4|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Forearm Snap-Blades&lt;br /&gt;
|Acc=4|DV=(STR+2)P|AP=-2|Avail=7R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Katana&lt;br /&gt;
|Acc=7|DV=(STR+3)P|Reach=1|AP=-3|Avail=9R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Knife&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-1|Cost=10}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Pole Arm&lt;br /&gt;
|Acc=5|Reach=3|DV=(STR+3)P|AP=-2|Avail=6R|Cost=1,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Survival Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sword&lt;br /&gt;
|Acc=6|Reach=1|DV=(STR+3)P|AP=-2|Avail=5R|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Highland Forge Claymore&lt;br /&gt;
|Acc=5|Reach=2|DV=(STR+5)P|AP=-5|Avail=14R|Cost=4,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Horizon-Flynn Rapier&lt;br /&gt;
|Acc=7|Reach=1|DV=(STR+2)P|AP=-3|Avail=9R|Cost=500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Sword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|AP=-2|Avail=14R|Cost=1,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Memory Dagger&lt;br /&gt;
|Acc=5|DV=(STR+1)P|AP=-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Ares &amp;quot;One&amp;quot; Monosword&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+3)P|AP=-3|Avail=8R|Cost=900&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Shortblade&lt;br /&gt;
|Acc=7|DV=(STR+2)P|AP=-1|Avail=5R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Fine Longblade&lt;br /&gt;
|Acc=7|DV=(STR+3)P|AP=-1|Avail=7R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Cougar Collapsible Spear&lt;br /&gt;
|Acc=5|DV=(STR+1/3)P|AP=-1/-2|Avail=14R|Cost=1,250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Sapphire Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-3|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Plasteel/Ceramic Knife&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=75&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Blades|Weapon=Victorinox Collapsible Hatchet&lt;br /&gt;
|Acc=5|DV=(STR+2)P|AP=-1|Avail=4|Cost=250&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Clubs--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Club&lt;br /&gt;
|Acc=4|Reach=1|DV=(STR+3)P|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Extendable Baton&lt;br /&gt;
|Acc=5|Reach=1|DV=(STR+2)P|Avail=4|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Sap&lt;br /&gt;
|Acc=5|DV=(STR+2)P|Avail=2|Cost=30}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+3)P|Avail=3|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Stun Baton&lt;br /&gt;
|Acc=4|Reach=1|DV=9S(e)|AP=-5|Avail=6R|Cost=750}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Telescoping Staff&lt;br /&gt;
|Acc=4|Reach=2|DV=(STR+2)P|Avail=4|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Clubs|Weapon=Nemesis Arms Maul Stun Staff&lt;br /&gt;
|Acc=6|Reach=2|DV=9S(e)|AP=-5|Avail=8R|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Melee Other --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Knucks&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|Avail=2R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Other|Weapon=Shock Gloves&lt;br /&gt;
|Acc=Physical|DV=8S(e)|AP=-5|Avail=6R|Cost=550}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Melee --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Whip&lt;br /&gt;
|Acc=5(7)|Reach=2|DV=12P|AP=-8|Avail=12R|Cost=10,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Garrote&lt;br /&gt;
|Acc=5|DV=(STR+4)S|AP=-6|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares &amp;quot;Queen of Hearts&amp;quot; Monofilament Garrote&lt;br /&gt;
|Acc=5|DV=(STR+6)S|AP=-8|Avail=18F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bullwhip&lt;br /&gt;
|Acc=6|Reach=2|DV=(STR+1)P|AP=+3|Avail=6|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Combat Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=8P|AP=-4|Avail=6R|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ash Arms Monofilament Chainsaw&lt;br /&gt;
|Acc=5|Reach=1|DV=12P|AP=-8|Avail=8R|Cost=7,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Exotic Firearms --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares S-III Super Squirt&lt;br /&gt;
|Acc=3|DV=Chemical|Ammo=20(c)|Avail=7R|Cost=950&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Screech Sonic Rifle&lt;br /&gt;
|Acc=6|DV=7S|AP=*|Modes=SS|Ammo=10(c)|Avail=16R|Cost=8,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Blowgun&lt;br /&gt;
|Acc=8|DV=1P|Modes=SS|Ammo=1(ml)|Avail=4|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S|AP=+4|Avail=6|Cost=75&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Monofilament Bola&lt;br /&gt;
|Acc=Physical|DV=(STR+3)S/12P|AP=+4/-8|Avail=18F|Cost=4,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Fichetti Pain Inducer&lt;br /&gt;
|Acc=3|DV=Special|Ammo=Special|Avail=11R|Cost=5,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=FN-AAL Gyroject Pistol&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Modes=SA|Ammo=10(c)|Avail=12F|Cost=2,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Trafalgar&lt;br /&gt;
|Acc=6|DV=7P|Modes=SS|Ammo=1(b)|Avail=9R|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Gun Cane, Knockoff&lt;br /&gt;
|Acc=5|DV=9P|Modes=SS|Avail=6R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Weapon|Type=Exotic|Weapon=Net&lt;br /&gt;
|Acc=Physical-2|Avail=6|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, Basic&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=4(b)|Avail=9|Cost=750&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Net Gun, XL&lt;br /&gt;
|Acc=5|Modes=SS|Ammo=2(b)|Avail=9|Cost=1,000&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Pistol&lt;br /&gt;
|Acc=5|DV=as Drug/Toxin|Ammo=5(c)|Avail=4R|Cost=600&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Parashield Dart Rifle&lt;br /&gt;
|Acc=6|DV=as Drug/Toxin|Ammo=6(m)|Avail=6R|Cost=1,200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Blazer&lt;br /&gt;
|Acc=6|DV=10P|AP=-6|Ammo=4(c)|Avail=16F|Cost=2,200&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Type=Exotic|Weapon=Shooting Bracer&lt;br /&gt;
|Acc=5(6)|DV=7P|Modes=SS|Ammo=1(b)|Avail=10R|Cost=1,250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Shiawase Arms Incinerator&lt;br /&gt;
|Acc=4|DV=12P|AP=–6|Modes=SS|Ammo=6(c)|Avail=12F|Cost=10,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Laser Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Redline Laser&lt;br /&gt;
|Acc=9|DV=5P|AP=-10|Ammo=10(c) or external source|Avail=14F|Cost=7,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Lancer MP Laser&lt;br /&gt;
|Acc=7|DV=7P|AP=-10|Ammo=2 * 10(c) or external source|Avail=18F|Cost=16,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Exotic|Weapon=Ares Archon Heavy MP Laser&lt;br /&gt;
|Acc=7|DV=10P|AP=-10|Ammo=External source|Avail=24F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Weapon Bows --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Bow&lt;br /&gt;
|Acc=6|DV=(Rating+2)P|AP=-(Rating/4)|Avail=Rating|Cost=Rating*100}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Light Crossbow&lt;br /&gt;
|Acc=7|DV=5P|AP=-1|Avail=2|Cost=300|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Medium Crossbow&lt;br /&gt;
|Acc=6|DV=7P|AP=-2|Avail=4R|Cost=500|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Heavy Crossbow&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Avail=8R|Cost=1,000|Ammo=4(m)}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Pistol Crossbow&lt;br /&gt;
|Acc=7|DV=4P|Modes=SS|Avail=6R|Cost=300&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=1|Avail=6R|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Aquadyne Shark-XS Harpoon Gun&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Modes=SS|Ammo=5(m)|Avail=8R|Cost=800&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Ares Giantslayer Slingshot&lt;br /&gt;
|Acc=7|DV=2P|Modes=SS|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Bow|Weapon=Dynamic Tension Bow&lt;br /&gt;
|Acc=5|DV=(Rating+2)P|AP=-(Rating/4)|Avail=12|Cost=1,200&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Projectile Throwing Weapon --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Throwing Knife/Shuriken&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-1|Avail=4R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Boomerang&lt;br /&gt;
|Acc=Physical-1|DV=(STR+2)P|Avail=4|Cost=50&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Harpoon/Javelin&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-1|Avail=6|Cost=125&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Throwing|Weapon=Urban Tribe Tomahawk&lt;br /&gt;
|Acc=Physical+1|DV=(STR+2)P|AP=-1|Avail=4|Cost=200&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Tasers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Cavalier Safeguard&lt;br /&gt;
|Acc=5(6)|DV=6S(e)|AP=-5|Ammo=6(m)|Cost=275&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Defiance EX Shocker&lt;br /&gt;
|Acc=4|DV=9S(e)|AP=-5|Ammo=4(m)|Cost=250&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Tiffani-Defiance Protector&lt;br /&gt;
|Acc=5(6)|DV=7S(e)|AP=-5|Ammo=3(m)|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Taser|Weapon=Yamaha Pulsar&lt;br /&gt;
|Acc=5|DV=7S(e)|AP=-5|Ammo=4(m)|Cost=180&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Holdouts --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti Tiffani Needler&lt;br /&gt;
|Acc=5|DV=8P(f)|AP=+5|Ammo=4(c)|Avail=6R|Cost=1,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Fichetti-Tiffani Self-Defender 2075&lt;br /&gt;
|Acc=4|DV=6P|Ammo=4(c)|Avail=3R|Cost=350&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Streetline Special&lt;br /&gt;
|Acc=4|DV=6P|Ammo=6(c)|Avail=4R|Cost=120&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Walther Palm Pistol&lt;br /&gt;
|Acc=4|DV=7P|Ammo=2(b)|Avail=4R|Cost=180&lt;br /&gt;
|Modes=SS/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Hold-Out|Weapon=Colt New Model Revolver&lt;br /&gt;
|Acc=6|DV=5P|Modes=SA|Ammo=5(cy)|Avail=4R|Cost=180&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Light Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 70&lt;br /&gt;
|Acc=7|DV=8P|Ammo=16(c)|Avail=3R|Cost=200&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Ares Light Fire 75&lt;br /&gt;
|Acc=6(8)|DV=6P|Ammo=16(c)|Avail=6F|Cost=1,250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Beretta 201T&lt;br /&gt;
|Acc=6|DV=6P|RC=(1)|Ammo=21(c)|Avail=7R|Cost=210&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt America L36&lt;br /&gt;
|Acc=7|DV=7P|Ammo=11(c)|Avail=4R|Cost=320&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Executive Action&lt;br /&gt;
|Acc=6|DV=7P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Fichetti Security 600&lt;br /&gt;
|Acc=6(7)|DV=7P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=350&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Nitama Sporter&lt;br /&gt;
|Acc=6(7)|DV=6P|Ammo=18(c)|Avail=10R|Cost=300&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Shiawase Armaments Puzzler&lt;br /&gt;
|Acc=4|DV=6P|Ammo=12(c)|Avail=14R|Cost=900&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Taurus Omni-6&lt;br /&gt;
|Acc=5(6)|DV=6P/7P|AP=0/-1|Ammo=6(cy)|Avail=3R|Cost=300&lt;br /&gt;
|Modes=SA/SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Light Pistol|Weapon=Colt Agent Special&lt;br /&gt;
|Acc=5|DV=8P|Modes=SA|Ammo=8(c)|Avail=5R|Cost=250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Heavy Pistols--&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Predator V&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|Ammo=15(c)|Avail=5R|Cost=725&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ares Viper Silvergun&lt;br /&gt;
|Acc=4|DV=9P(f)|AP=+4|Ammo=30(c)|Avail=8F|Cost=380&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Browning Ultra-Power&lt;br /&gt;
|Acc=5(6)|DV=8P|AP=-1|Ammo=10(c)|Avail=4R|Cost=640&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Cavalier Deputy&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=7(cy)|Avail=3R|Cost=225&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Government 2066&lt;br /&gt;
|Acc=6|DV=7P|AP=-1|Ammo=14(c)|Avail=7R|Cost=425&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Onotari Arms Violator&lt;br /&gt;
|Acc=5(7)|DV=7P|AP=-1|RC=1|Ammo=10(c)|Avail=7R|Cost=550&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=PSK-3 Collapsible Heavy Pistol&lt;br /&gt;
|Acc=4|DV=8P|AP=-1|Ammo=10(c)|Avail=16F|Cost=1,050&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Savalette Guardian&lt;br /&gt;
|Acc=5(7)|DV=8P|AP=-1|RC=1|Ammo=12(c)|Avail=6R|Cost=870&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Remington Roomsweeper&lt;br /&gt;
|Acc=4|DV=7P|AP=-1|Ammo=8(m)|Avail=6R|Cost=250&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Ruger Super Warhawk&lt;br /&gt;
|Acc=5|DV=9P|AP=-2|Ammo=6(cy)|Avail=4R|Cost=400&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Heavy Pistol|Weapon=Colt Future Frontier&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SS|Ammo=7(cy)|Avail=6R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Pistols --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ares Crusader II&lt;br /&gt;
|Acc=5(7)|DV=7P|Ammo=40(c)|Avail=9R|Cost=830|RC=2&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ceska Black Scorpion&lt;br /&gt;
|Acc=5|DV=6P|Ammo=35(c)|Avail=6R|Cost=270|RC=(1)&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Onotari Arms Equalizer&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=12(c)|Avail=7R|Cost=750&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=PPSK-4 Collapsible Machine Pistol&lt;br /&gt;
|Acc=5(6)|DV=6P|Ammo=30(c)|Avail=17F|Cost=2,800&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Steyr TMP&lt;br /&gt;
|Acc=4|DV=7P|Ammo=30(c)|Avail=8R|Cost=350&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Ultimax 70&lt;br /&gt;
|Acc=5(6)|DV=6P|RC=2|Ammo=15(c)|Avail=7R|Cost=800&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Fianchetti Military 100&lt;br /&gt;
|Acc=5 (7)|DV=6P|Modes=SA/BF/FA|Ammo=20(c)|Avail=8R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Cavalier Evanator&lt;br /&gt;
|Acc=5 (6)|DV=6P|Modes=BF/FA|RC=1 (2)|Ammo=20(c)|Avail=8R|Cost=775&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Pistol|Weapon=Remington Suppressor&lt;br /&gt;
|Acc=6|DV=7P|AP=–1|Modes=SA/BF|Ammo=15(c)|Avail=6R|Cost=700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- Firearms Submachine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Executioner&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=(1)|Ammo=30(c)|Avail=14F|Cost=1,000&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Colt Cobra TZ-120&lt;br /&gt;
|Acc=4(5)|DV=7P|Ammo=32(c)|Avail=5R|Cost=660|RC=2(3)&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=FN P93 Praetor&lt;br /&gt;
|Acc=6|DV=8P|RC=1(2)|Ammo=50(c)|Avail=11F|Cost=900&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK-227&lt;br /&gt;
|Acc=5(7)|DV=7P|RC=(1)|Ammo=28(c)|Avail=8R|Cost=730&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=HK Urban Combat&lt;br /&gt;
|Acc=7(9)|DV=8P|RC=2|Ammo=36(c)|Avail=16F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ingram Smartgun X&lt;br /&gt;
|Acc=4(6)|DV=8P|RC=2|Ammo=32(c)|Avail=6R|Cost=800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=SCK Model 100&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=(1)|Ammo=30(c)|Avail=6R|Cost=875&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Uzi IV&lt;br /&gt;
|Acc=4(5)|DV=7P|RC=(1)|Ammo=24(c)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Krime Spree&lt;br /&gt;
|Acc=4|DV=7P|Modes=FA|RC=1|Ammo=30(c)|Avail=6R|Cost=425&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Ares Sigma-3&lt;br /&gt;
|Acc=4 (6)|DV=8P|Modes=SA/BF/FA|RC=(2)|Ammo=50(d)|Avail=7R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Submachine Gun|Weapon=Cavalier Arms Gladius&lt;br /&gt;
|Acc=3 (4)|DV=7P|Modes=BF/FA|RC=1(2)|Ammo=32(c)|Avail=6R|Cost=400&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Assault Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-97&lt;br /&gt;
|Acc=4|DV=10P|AP=-2|Ammo=38(c)|Avail=4R|Cost=950&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98&lt;br /&gt;
|Acc=5|DV=10P|AP=-2|Ammo=38(c)|Avail=8F|Cost=1,250&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=AK-98 Grenade Launcher&lt;br /&gt;
|Acc=3|Ammo=6(m)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha&lt;br /&gt;
|Acc=5(7)|DV=11P|AP=-2|RC=2|Ammo=42(c)|Avail=11F|Cost=2,650&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares Alpha Grenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=6(c)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ares HVAR&lt;br /&gt;
|Acc=5(7)|DV=8P|RC=3(4)|Ammo=50(c)|Avail=11F|Cost=2,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt M23&lt;br /&gt;
|Acc=4|DV=9P|Ammo=40(c)|AP=-2|Avail=4R|Cost=550&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=FN HAR&lt;br /&gt;
|Acc=5(6)|DV=10P|RC=2|Ammo=35(c)|AP=-2|Avail=8R|Cost=1,500&lt;br /&gt;
|Modes=SA/BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Assault Rifle&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)|Avail=15F|Cost=4,500&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Carbine&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=(1)|Ammo=30(c)&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Sniper&lt;br /&gt;
|Acc=7(9)|DV=9P|AP=-2|RC=2(3)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, LMG&lt;br /&gt;
|Acc=6(8)|DV=9P|AP=-2|RC=2(3)|Ammo=100(belt)&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Shotgun&lt;br /&gt;
|Acc=3(5)|DV=10P|AP=-1|RC=(1)|Ammo=10(c)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=HK XM30, Grenade Launcher&lt;br /&gt;
|Acc=4|Ammo=6(c)&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=1|Ammo=30(c)|Avail=10F|Cost=2,300&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Nissan Optimum II, Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|RC=1|Ammo=5(m)&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Yamaha Raiden&lt;br /&gt;
|Acc=6(8)|DV=11P|RC=2|Ammo=60(c)|AP=-2|Avail=14F|Cost=2,600&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Shiawase Arms Monsoon&lt;br /&gt;
|Acc=5|DV=10P|AP=–1|Modes=SA/FA|RC=1|Ammo=20(ml)x6|Avail=10F|Cost=1,900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Colt Inception&lt;br /&gt;
|Acc=7 (8)|DV=10P|AP=–1|Modes=SA/BF|RC=1 (3)|Ammo=35(c)|Avail=11R|Cost=2,250&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Krupp Arms Kriegfaust&lt;br /&gt;
|Acc=8|DV=9P|AP=–1|Modes=SA/BF|RC=1|Ammo=25(d)|Avail=10R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=SBD-44&lt;br /&gt;
|Acc=3|DV=10P|AP=–1|Modes=SA/BF/FA|Ammo=32(c)|Avail=4R|Cost=500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Assault Rifle|Weapon=Ultimax Rain Forest Carbine&lt;br /&gt;
|Acc=7|DV=14P|AP=–4|Modes=SA|RC=(1)|Ammo=18(c)|Avail=5R|Cost=2,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Sniper Rifles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ares Desert Strike&lt;br /&gt;
|Acc=7|DV=13P|AP=-4|RC=(1)|Ammo=14(c)|Avail=10F|Cost=17,500&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Barret Model 122&lt;br /&gt;
|Acc=7(9)|DV=14P|AP=-6|RC=(2)|Ammo=14(c)|Avail=20F|Cost=38,500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Cavalier Arms Crockett EBR&lt;br /&gt;
|Acc=6|DV=12P|AP=-3|RC=(1)|Ammo=20(c)|Avail=12F|Cost=10,300&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Onotari JP-K50&lt;br /&gt;
|Acc=7|DV=12P|AP=-3|RC=1|Ammo=25(c)|Avail=13F|Cost=12,500&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Pioneer 60&lt;br /&gt;
|Acc=5|DV=10P|AP=-1|Ammo=5(m)|Avail=2R|Cost=500&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ranger Arms SM-5&lt;br /&gt;
|Acc=8|DV=14P|AP=-5|RC=(1)|Ammo=15(c)|Avail=16F|Cost=28,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Remington 950&lt;br /&gt;
|Acc=7|DV=12P|AP=-4|Ammo=5(m)|Avail=4R|Cost=2,100&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Ruger 100&lt;br /&gt;
|Acc=6|DV=11P|AP=-3|RC=(1)|Ammo=8(m)|Avail=4R|Cost=1,300&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sniper Rifle|Weapon=Terracotta ARMS AM-47&lt;br /&gt;
|Acc=7(9)|DV=15P|AP=-4|RC=1(3)|Ammo=18(c)|Avail=14F|Cost=35,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Shotguns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Auto-Assault 16&lt;br /&gt;
|Acc=4|DV=13P|AP=-1|RC=2|Ammo=10(c) or 32(d)|Avail=18F|Cost=1,800&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Defiance T-250&lt;br /&gt;
|Acc=4|DV=10P|AP=-1|Ammo=5(m)|Avail=4R|Cost=450&lt;br /&gt;
|Modes=SS/SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Enfield AS-7&lt;br /&gt;
|Acc=4(5)|DV=13P|AP=-1|Ammo=10(c) or 24(d)|Avail=12F|Cost=1,100&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Franchi SPAS-24&lt;br /&gt;
|Acc=4(6)|DV=12P|AP=-1|RC=1|Ammo=10(c)|Avail=12F|Cost=1,050&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Mossberg AM-CMDT&lt;br /&gt;
|Acc=5(7)|DV=12P|AP=-1|Ammo=10(c)|Avail=12F|Cost=1,400&lt;br /&gt;
|Modes=SA/BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=PJSS Model 55&lt;br /&gt;
|Acc=6|DV=11P|AP=-1|Ammo=2(b)|Avail=9R|Cost=1,000|RC=(1)&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Remington 990&lt;br /&gt;
|Acc=4|DV=11P|AP=-1|Ammo=8(c)|Avail=6R|Cost=950&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Krime Boss&lt;br /&gt;
|Acc=3|DV=13P|AP=–1|Modes=SA|RC=1|Ammo=15(d)|Avail=11R|Cost=600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 201&lt;br /&gt;
|Acc=8|DV=11P|AP=–1|Modes=SA|Ammo=2(b)|Avail=8R|Cost=1,300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2066&lt;br /&gt;
|Acc=4|DV=11P|AP=–1|Modes=SS|Ammo=5(m)|Avail=4R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Winchester Model 2054&lt;br /&gt;
|Acc=4 (5)|DV=11P|AP=–1|Modes=SA|RC=(1)|Ammo=7(m)|Avail=6R|Cost=900&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Shiawase Arms Rain&lt;br /&gt;
|Acc=4|DV=10P|AP=–1|Modes=SA|RC=(1)|Ammo=5(ml)|Avail=4R|Cost=450&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Shotgun|Weapon=Cavalier Falchion&lt;br /&gt;
|Acc=5 (7)|DV=12P|AP=–1|Modes=SS|Ammo=8(m)|Avail=9R|Cost=1,200&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Machine Guns --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=FN Mag-5&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-3|RC=2(8)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=8,500&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=GE Vindicator Mini-Gun&lt;br /&gt;
|Acc=4(6)|DV=9P|AP=-4|RC=2|Ammo=200(belt)|Avail=24F|Cost=6,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ingram Valiant&lt;br /&gt;
|Acc=5(6)|DV=9P|AP=-2|RC=2(3)|Ammo=50(c) or 100(belt)|Avail=12F|Cost=5,800&lt;br /&gt;
|Modes=BF/FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=RPK HMG&lt;br /&gt;
|Acc=5|DV=12P|AP=-4|RC=(6)|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,300&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ruhrmetall SF-20&lt;br /&gt;
|Acc=5(6)|DV=12P|AP=-4|RC=1(4)|Ammo=50(c) or 100(belt)|Avail=18F|Cost=19,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=SA Nemesis&lt;br /&gt;
|Acc=5(7)|DV=9P|AP=-2|RC=2|Ammo=50(c) or 100(belt)|Avail=16F|Cost=6,500&lt;br /&gt;
|Modes=BF/FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Stoner-Ares M202&lt;br /&gt;
|Acc=5|DV=10P|AP=-3|Ammo=50(c) or 100(belt)|Avail=12F|Cost=7,000&lt;br /&gt;
|Modes=FA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax MMG&lt;br /&gt;
|Acc=5(6)|DV=10P|AP=-2|RC=1/6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=7,600&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Ultamax HMG-2&lt;br /&gt;
|Acc=4(5)|DV=11P|AP=-4|RC=6|Ammo=50(c) or 100(belt)|Avail=16F|Cost=16,000&lt;br /&gt;
|Modes=FA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Machine Guns|Weapon=Krime Wave&lt;br /&gt;
|Acc=5|DV=10P|AP=–2|Modes=FA|RC=(2)|Ammo=50(c) OR 100(belt)|Avail=11F|Cost=2,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Firearms Cannons/Launchers --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Antioch-2&lt;br /&gt;
|Acc=4(6)|DV=Grenade|Ammo=8(m)|Avail=8F|Cost=3,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Thunderstruck Gauss Rifle&lt;br /&gt;
|Acc=7(8)|DV=15P|AP=-8|RC=(1)|Ammo=10(c) + Energy|Avail=12F|Cost=26,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ares Vigorous Assault Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|Ammo=12(c)|Avail=18F|Cost=24,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=ArmTech MGL-12&lt;br /&gt;
|Acc=4|DV=Grenade|Ammo=12(c)|Avail=10F|Cost=5,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Aztechnology Striker&lt;br /&gt;
|Acc=5|DV=Missile|Ammo=2(ml)|Avail=10F|Cost=1,200&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Cannon&lt;br /&gt;
|Acc=4|DV=16P|AP=-6|RC=(1)|Ammo=6(m)|Avail=20F|Cost=21,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Mitsubishi Yakusoku MRL&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4 * 2(m)|Avail=20F|Cost=14,000&lt;br /&gt;
|Modes=SA/BF|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Ogre Hammer SWS Assault Cannon&lt;br /&gt;
|Acc=6|DV=16P|AP=-4|Ammo=6(c)|Avail=20F|Cost=32,000&lt;br /&gt;
|Modes=SA|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Arms Ballista MML&lt;br /&gt;
|Acc=Missile|DV=Missile|AP=Missile|Ammo=4(m)|Avail=19F|Cost=7,500&lt;br /&gt;
|Modes=SS|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Onotari Interceptor&lt;br /&gt;
|Acc=4(6)|DV=Missile|Ammo=2(ml)|Avail=18F|Cost=14,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Panther XXL&lt;br /&gt;
|Acc=5(7)|DV=17P|AP=-6|Ammo=15(c)|Avail=20F|Cost=43,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Cannons/Launchers|Weapon=Krime Bomb&lt;br /&gt;
|Acc=6 (7)|DV=16P|AP=–6|Modes=SS|Ammo=4(m)|Avail=20F|Cost=23,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Implant Weapons --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hold-Out Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|Ammo=2(m)/6(c)|Avail=8R|Cost=2,000&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Light Cyber Pistol&lt;br /&gt;
|Acc=6(8)|DV=7P|Ammo=10(m)/15(c)|Avail=10R|Cost=3,900&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Machine Pistol&lt;br /&gt;
|Acc=4(6)|DV=6P|RC=1|Ammo=18(m)/32(c)|Avail=12R|Cost=3,500&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Heavy Cyber Pistol&lt;br /&gt;
|Acc=4(6)|DV=7P|AP=-1|Ammo=8(m)/12(c)|Avail=12R|Cost=4,300&lt;br /&gt;
|Modes=SA}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Submachine Gun&lt;br /&gt;
|Acc=4(6)|DV=7P|RC=2|Ammo=18(m)/32(c)|Avail=12R|Cost=4,800&lt;br /&gt;
|Modes=SA/BF}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shotgun&lt;br /&gt;
|Acc=4(6)|DV=10P|AP=-1|Ammo=4(m)/10(c)|Avail=12R|Cost=8,500&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Microgrenade Launcher&lt;br /&gt;
|Acc=4(6)|DV=As Grenade|AP=As Grenade|Ammo=2(m)/6(c)|Avail=20F|Cost=30,000&lt;br /&gt;
|Modes=SS}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Blade&lt;br /&gt;
|Acc=Physical|DV=(STR+2)P|AP=-2|Avail=10F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Hand Razors&lt;br /&gt;
|Acc=Physical|DV=(STR+1)P|AP=-3|Avail=8F|Cost=1,250}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Spurs&lt;br /&gt;
|Acc=Physical|DV=(STR+3)P|AP=-2|Avail=12F|Cost=5,000}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Implant|Weapon=Cyber Shock Hand&lt;br /&gt;
|Acc=Physical|DV=9S(e)|AP=-5|Avail=8R|Cost=5,000}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Sporting Rifle --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield 2003&lt;br /&gt;
|Acc=9|DV=12P|AP=–2|Modes=SS|Ammo=5(m)|Avail=4R|Cost=3,600&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2024&lt;br /&gt;
|Acc=6|DV=12P|Modes=SA|Ammo=7(m)|Avail=4R|Cost=1,800&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3468SS&lt;br /&gt;
|Acc=4|DV=13P|AP=–1|Modes=SS|Ammo=4(m)|Avail=6R|Cost=1,000&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield M1A&lt;br /&gt;
|Acc=6|DV=12P|AP=–1|Modes=SA|Ammo=20(c)|Avail=6R|Cost=1,700&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=M1 Garand&lt;br /&gt;
|Acc=5|DV=12P|AP=–1|Modes=SA|Ammo=8(c)|Avail=3R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Springfield Model 1855 Reproduction&lt;br /&gt;
|Acc=2|DV=10P|Modes=SS|Ammo=1(cb)|Avail=4R|Cost=850&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 3041 BL&lt;br /&gt;
|Acc=5|DV=10P|AP=–3|Modes=SA|Ammo=6(m)|Avail=5R|Cost=1,100&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin X71&lt;br /&gt;
|Acc=5|DV=12P|AP=–4|Modes=SS|Ammo=5(m)|Avail=6R|Cost=1,500&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Marlin 79S&lt;br /&gt;
|Acc=4|DV=6P|Modes=SA|Ammo=10(c)|Avail=3R|Cost=300&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
{{SR5:Gear Row:Weapons|Type=Sporting Rifle|Weapon=Winchester Model 2067&lt;br /&gt;
|Acc=5|DV=8P|AP=–1|Modes=SA|Ammo=15(m)|Avail=4R|Cost=650&lt;br /&gt;
|Source=SR5:GH3}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Improvised Weapons===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Weapon!!Acc!!Reach!!DV!!AP!!Avail!!Cost!!Source&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (Unbroken)&lt;br /&gt;
| 3 || - || (STR+1)S || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Bottle (broken, after first hit)&lt;br /&gt;
| 3 || - || (STR)P || - || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chain&lt;br /&gt;
| 4 || 2 || (STR+1)P || - || - || 10&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Chair&lt;br /&gt;
| 3 || 1 || (STR+2)S || - || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Fork&lt;br /&gt;
| 4 || - || (STR-1)P || +1 || - || - || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Frying Pan&lt;br /&gt;
| 3 || - || (STR+1)P || - || - || 20&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Hammer&lt;br /&gt;
| 4 || - || (STR+1)P || -1/-2 || - || 30&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pistol (Melee)&lt;br /&gt;
| 4 || - || (STR+1)P || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Pool Cue&lt;br /&gt;
| 4 || - || (STR)P || +1 || - || 45&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Rifle Butt&lt;br /&gt;
| 3 || - || (STR+3)S || - || As Weapon || As Weapon || SR5:R&amp;amp;G&lt;br /&gt;
|-&lt;br /&gt;
! Sledge Hammer&lt;br /&gt;
| 3 || 1 || (STR+4)S || - || 1 || 40&amp;amp;yen; || SR5:R&amp;amp;G&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ammo/Grenades===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Type!!Ammo/Grenade!!DV!!AP!!Acc Mod!!DV Mod!!AP Mod!!Blast!!Avail!!Cost!!Source&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Ammunition --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=APDS&lt;br /&gt;
|APMod=-4|Avail=12F|Cost=120}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Assault Cannon&lt;br /&gt;
|Avail=12F|Cost=400}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Capsule Rounds&lt;br /&gt;
|DVMod=-4|APMod=+4|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Explosive Rounds&lt;br /&gt;
|DVMod=+1|APMod=-1|Avail=9F|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=EX-Explosive Rounds&lt;br /&gt;
|DVMod=+2|APMod=-1|Avail=14F|Cost=120&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flare Rounds&lt;br /&gt;
|DVMod=-1/+2|APMod=+2/-3|Avail=6R|Cost=20&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Flechette Rounds&lt;br /&gt;
|DVMod=+2|APMod=+5|Avail=6R|Cost=65}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Frangible Rounds&lt;br /&gt;
|DVMod=-1|APMod=+4|Avail=2R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gel Rounds&lt;br /&gt;
|DVMod=+0S|APMod=+1|Avail=2R|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Hollow Points&lt;br /&gt;
|DVMod=+1|APMod=+2|Avail=4F|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Injection Darts&lt;br /&gt;
|Avail=4R|Cost=75}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Regular Ammo&lt;br /&gt;
|Avail=2R|Cost=20}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Stick-n-Shock&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=6R|Cost=80}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracer&lt;br /&gt;
|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Tracker Rounds&lt;br /&gt;
|DVMod=-2|APMod=-2|Avail=8R|Cost=150&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Taser Dart&lt;br /&gt;
|Avail=3|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun&lt;br /&gt;
|Avail=9|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Net Gun, XL&lt;br /&gt;
|Avail=9|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Shocknet&lt;br /&gt;
|DV=8S(e)|AP=-5|Avail=10R|Cost=+250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Fuel Canister&lt;br /&gt;
|Avail=16F|Cost=40&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=AV Rounds&lt;br /&gt;
|APMod=-1/-5|Avail=14R|Cost=175&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gyrojet Ammo&lt;br /&gt;
|DVMod=-2S(e)|APMod=-5|Avail=14R|Cost=160&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Ammunition|Ammo=Gauss&lt;br /&gt;
|Avail=18F|Cost=400&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Arrowhead --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Arrow&lt;br /&gt;
|Avail=Rating|Cost=2|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Injection Arrow&lt;br /&gt;
|Avail=(Rating + 2)R|Cost=20|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Barbed Head&lt;br /&gt;
|DVMod=+1|Avail=5R|Cost=10&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Explosive Head&lt;br /&gt;
|AccMod=-1|DVMod=+2|APMod=-1|Avail=9F|Cost=15&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Hammerhead&lt;br /&gt;
|AccMod=-1|DVMod=+1S|APMod=-2|Avail=5|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Incendiary Head&lt;br /&gt;
|AccMod=-1|DV=8P|AP=-6|Avail=12F|Cost=100&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Screamer Head&lt;br /&gt;
|AccMod=-2|DVMod=+2S|APMod=+6|Avail=2|Cost=5&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Stick-N-Shock&lt;br /&gt;
|AccMod=-1|DV=8S(e)|AP=-5|Avail=6R|Cost=25&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Arrowhead|Ammo=Static Shaft&lt;br /&gt;
|DVMod=+4S(e)|Avail=6R|Cost=25|CostNote=*Rating&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Grenades --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Bang&lt;br /&gt;
|DV=10S|AP=-4|Blast=10m Radius|Avail=6R|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Flash-Pak&lt;br /&gt;
|DV=Special|Blast=Special|Avail=4|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Fragmentation&lt;br /&gt;
|DV=18P(f)|AP=+5|Blast=-1/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=High Explosive&lt;br /&gt;
|DV=16P|AP=-2|Blast=-2/m|Avail=11F|Cost=100}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Gas&lt;br /&gt;
|DV=As Chemical|Blast=10m Radius|Avail=2 + Chemical Availability|Cost=40|CostNote=+ Chemical Cost}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=4R|Cost=40}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Thermal Smoke&lt;br /&gt;
|Blast=10m Radius|Avail=6R|Cost=60}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Grenade|Ammo=Paint Grenade&lt;br /&gt;
|Blast=10m|Avail=8R|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Rockets --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Anti-Vehicle&lt;br /&gt;
|DV=24P|AP=-4/-10|Blast=-4/m|Avail=18F|Cost=2,800}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=Fragmentation&lt;br /&gt;
|DV=23P(f)|AP=+5|Blast=-1/m|Avail=12F|Cost=2,000}}&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Rocket|Ammo=High-Explosive&lt;br /&gt;
|DV=21P|AP=-2|Blast=-2/m|Avail=18F|Cost=2,100}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Missiles --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Ammo|Type=Missile|Ammo=As Rocket&lt;br /&gt;
|DV=As Rocket|AP=As Rocket|Blast=As Rocket|Avail=+4|Cost=+Sensor Rating * 500}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Firearm Accessories===&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
!Accessory!!Mount!!Availability!!Cost!!Source&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Airburst Link&lt;br /&gt;
|Avail=6R|Cost=600}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bipod&lt;br /&gt;
|Mount=Under|Avail=2|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealable Holster&lt;br /&gt;
|Avail=2|Cost=150}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gas-Vent System (Rating 1-3)&lt;br /&gt;
|Mount=Barrel|Avail=(Rating * 3)R|Cost=200|CostNote=* Rating}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gyro Mount&lt;br /&gt;
|Mount=Under|Avail=7|Cost=1,400}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hidden Arm Slide&lt;br /&gt;
|Avail=4R|Cost=350}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Imaging Scope&lt;br /&gt;
|Mount=Top|Avail=2|Cost=300}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Laser Sight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=125}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Periscope&lt;br /&gt;
|Mount=Top|Avail=3|Cost=70}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Quick-Draw Holster&lt;br /&gt;
|Avail=4|Cost=175}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Shock Pad&lt;br /&gt;
|Avail=2|Cost=50}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Silencer/Suppressor&lt;br /&gt;
|Mount=Barrel|Avail=9F|Cost=500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smart Firing Platform&lt;br /&gt;
|Mount=Under|Avail=12F|Cost=2,500}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, Internal&lt;br /&gt;
|Avail=(+2)R|Cost=2|CostNote=* Weapon Cost}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Smartgun System, External&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=200}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Spare Clip&lt;br /&gt;
|Avail=4|Cost=5}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Speed Loader&lt;br /&gt;
|Avail=2|Cost=25}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tripod&lt;br /&gt;
|Mount=Under|Avail=4|Cost=500}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Run and Gun --&amp;gt;&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System&lt;br /&gt;
|Avail=4|Cost=600|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Immobilization&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Self Destruct&lt;br /&gt;
|Avail=6|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Explosive Self Destruct&lt;br /&gt;
|Avail=11F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Advanced Safety System, Electro Shocker&lt;br /&gt;
|Avail=6R|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bayonet&lt;br /&gt;
|Mount=Top or Under|Avail=4R|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Concealed Quick-Draw Holster&lt;br /&gt;
|Avail=6|Cost=275|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Extreme Environment Modification&lt;br /&gt;
|Avail=8|Cost=1,500|CostNote=* Level|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight&lt;br /&gt;
|Mount=Top or Under|Avail=2|Cost=50|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Low Light&lt;br /&gt;
|Mount=Top or Under|Avail=4|Cost=200|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flashlight, Infrared&lt;br /&gt;
|Mount=Top or Under|Avail=6|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Folding Stock&lt;br /&gt;
|Mount=Stock|Avail=2|Cost=30|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Foregrip&lt;br /&gt;
|Mount=Under|Avail=2|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Gecko Grip&lt;br /&gt;
|Avail=6|Cost=100|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Guncam&lt;br /&gt;
|Mount=Top, Under, Barrel, Side or Internal|Avail=4|Cost=350|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Hip Pad Bracing System&lt;br /&gt;
|Mount=Stock|Avail=4|Cost=250|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Improved Range Finder&lt;br /&gt;
|Mount=Any|Avail=6|Cost=2,000|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Clip&lt;br /&gt;
|Avail=14F|Cost=400|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Satchel Power Pack&lt;br /&gt;
|Avail=16F|Cost=900|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Peak-Discharge Battery Packs, Power Backpack&lt;br /&gt;
|Avail=20F|Cost=2,500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=750|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Additional RFID or GPS Data&lt;br /&gt;
|Mount=Not Stock|Avail=6|Cost=25|CostNote=per 10 data sets|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Image Recognition Capabilities&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=300|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Safe Target System Base, Extra Image Profiles&lt;br /&gt;
|Mount=Not Stock|Avail=8|Cost=25|CostNote=per 10 profiles|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Slide Mount&lt;br /&gt;
|Mount=Top, Under or Side|Avail=4|Cost=500|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Sling&lt;br /&gt;
|Cost=15|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Tracker&lt;br /&gt;
|Avail=4|Cost=150|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Bola Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=350&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Chainsaw&lt;br /&gt;
|Mount=Underbarrel|Avail=10R|Cost=500|CostNote=+ chainsaw&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Flamethrower&lt;br /&gt;
|Mount=Underbarrel|Avail=As Flamethrower + 2|Cost=200|CostNote=+ Flamethrower&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grapple Gun&lt;br /&gt;
|Mount=Underbarrel|Avail=8R|Cost=600&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Grenade Launcher&lt;br /&gt;
|Mount=Underbarrel|Avail=10F|Cost=3,500&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weight&lt;br /&gt;
|Mount=Underbarrel&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Commlink&lt;br /&gt;
|Avail=As Commlink|Cost=200|CostNote=+ Commlink&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
{{SR5:Gear Row:Firearm Accessories|Accessory=Weapon Personality&lt;br /&gt;
|Avail=8|Cost=250&lt;br /&gt;
|Source=SR5:R&amp;amp;G}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2808</id>
		<title>SR5:MetaMagics List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2808"/>
		<updated>2017-09-06T11:22:30Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Adept Centering (Adepts Only)==&lt;br /&gt;
Adept Centering allows you to reduce negative dice pool modifiers to Physical and Combat skills (such as modifiers from adverse conditions) by performing some mundane action at the same time. This action is something you use to focus on what you’re doing (you center yourself), for example chanting, singing, shouting—it can be just about anything as long as it’s not subtle. Reduce negative dice pool modifiers by your initiate grade as long as you can perform your chosen method of centering, which is a Free Action you take during your Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Centering==&lt;br /&gt;
A magician who learns to center has an easier time resisting Drain. By using a mundane activity appropriate to your tradition to quiet your mind and block out distractions, you add a number of dice equal to your grade to all your Drain Resistance Tests. Centering is a Free Action. The actual activity for your technique is something you choose for yourself (appropriate to your tradition, of course), and could be something like chanting in Latin, playing a musical instrument, dancing, singing, making arcane gestures, screaming the names of ancient gods—just about anything that isn’t subtle. If you’re prevented from performing your centering technique of choice, you can’t use it.&lt;br /&gt;
&lt;br /&gt;
==Fixation==&lt;br /&gt;
You magically infuse an alchemical preparation with Karma, extending its shelf life. When you create the preparation, spend at least 1 Karma (up to the Force of the preparation). When the preparation’s Potency starts to decay, instead of losing 1 Potency every hour it loses 1 every day. It also gets a dice pool bonus against Disjoining (p. 307) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Flexible Signature==&lt;br /&gt;
You can alter your astral signature (p. 312) at will. You can disguise your aura so that it can’t be used to identify you, or forge the astral signature of another magician you’ve assensed, or simply reduce the amount of time your astral signature lasts. When someone attempts to assense your faked signature, add your initiate grade to the Assensing Test threshold—if a Grade 2 initiate leaves a forged astral signature, another magician could read the signature with 3 hits as usual, but at 5 hits would realize the signature is fake and spot the true signature underneath. You can only forge astral signatures you’ve read through assensing (your gamemaster may ask for a Memory Test). You can also reduce the longevity of the astral signatures you leave behind by your grade in hours—so that Grade 2 initiate can choose to leave no signature at all on effects that are Force 2 or less, and the signature of a Force 5 effect would last only 3 hours.&lt;br /&gt;
&lt;br /&gt;
==Masking==&lt;br /&gt;
You learn to change the appearance of your aura (and astral form). You can make it look mundane, or make your Magic Rating look higher or lower by up to your grade. When someone tries to read your masked aura, the Assensing Test becomes opposed by your Magic + initiate grade—if they get any net hits, they see both your mask and your real aura. If you can use astral perception, you can even make your aura look like a different type (like a spirit or a focus—great for astral costume parties). You can also use this metamagic to mask the auras of as many of your bonded foci as your initiate grade.&lt;br /&gt;
&lt;br /&gt;
==Power Point (Adepts Only)==&lt;br /&gt;
If you’re an adept, you gain a Power Point instead of a metamagic. You can take this as many times as you like.&lt;br /&gt;
&lt;br /&gt;
==Quickening==&lt;br /&gt;
You can manipulate your sustained spells into a sort of loop, so that they sustain themselves instead of relying on you to do it for them. To quicken a spell, take a Complex Action and spend karma while you’re sustaining the spell. You must spend at least 1 Karma but may spend up to the Force of the spell. The spell becomes permanent and gets a dice pool bonus against dispelling (p. 295) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Spell Shaping==&lt;br /&gt;
You can reshape your area spells at the cost of making casting them harder. For every –1 dice pool penalty you take to your Spellcasting Test, you may either increase an area spell’s radius by 1 meter, decrease it by 1 meter, or create a 1-meter-radius spherical “bubble” within the area of your spell that remains unaffected by it. You must declare the use of this metamagic when you cast the area spell. You may not take more dice worth of penalty than your Magic Rating.&lt;br /&gt;
&lt;br /&gt;
==Shielding==&lt;br /&gt;
A character with the shielding metamagic learns to better protect herself and others against hostile spells as they are cast. When the magician declares spell defense, they can add additional dice to the spell defense pool equal to his initiate grade. These additional dice cannot be used for any other use of Counterspelling, including dispelling.&lt;br /&gt;
&lt;br /&gt;
==Sympathetic Linking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For all links, the object must be small and easily carried by the magician. While a rigger’s favorite car could be considered as a sympathetic link, it is too large to carry. Just take the driver’s seat cushion. Using sympathetic or symbolic links in a ritual that normally contains the Material Link keyword is more difficult to successfully complete. When using a sympathetic link, add 2 to the Force of the spell for the opposing test in Step 7: Seal the Ritual (p. 296, SR5). With a symbolic link, add 4.&lt;br /&gt;
&lt;br /&gt;
==Psychometry==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+PSYCHOMETRY TABLE&lt;br /&gt;
!SITUATION!!MODIFIERS&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|TIME SINCE IMPRESSION*&lt;br /&gt;
|-&lt;br /&gt;
|1 Day||+0&lt;br /&gt;
|-&lt;br /&gt;
|1 Week||–2&lt;br /&gt;
|-&lt;br /&gt;
|1 Month||–4&lt;br /&gt;
|-&lt;br /&gt;
|1 Year||–6&lt;br /&gt;
|-&lt;br /&gt;
|1 Decade||–8&lt;br /&gt;
|-&lt;br /&gt;
|Each Additional Decade||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|NATURE OF ITEM&lt;br /&gt;
|-&lt;br /&gt;
|Nature of item has a strong connection to the impression (wedding ring, beloved toy, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Initiate had a strong connection to item when impression was formed (friend’s toy, school building, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violence or powerful emotions||+3&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violent death||+4&lt;br /&gt;
|-&lt;br /&gt;
|Item is a bonded focus||+ (Rating)**&lt;br /&gt;
|-&lt;br /&gt;
|Item is a place of more than 500 square kilometers||–2&lt;br /&gt;
|-&lt;br /&gt;
|Item carries more than one significant impression –1 for each Astral signature has been erased (p. 312, SR5)||–1&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing metamagic has been used (Smudging, p. 136)||–Force&lt;br /&gt;
|-&lt;br /&gt;
|Each subsequent attempt to read the item||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|INFORMATION&lt;br /&gt;
|-&lt;br /&gt;
!INFO GAINED!!HITS&lt;br /&gt;
|-&lt;br /&gt;
|None||0&lt;br /&gt;
|-&lt;br /&gt;
|Flashes of insight, superficial and disjointed impressions||1&lt;br /&gt;
|-&lt;br /&gt;
|Longer and deeper insights, though visions are still disjointed||2&lt;br /&gt;
|-&lt;br /&gt;
|Greater details, multiple sensory feedback, more coherence||3&lt;br /&gt;
|-&lt;br /&gt;
|Lengthy sequences, multiple senses, coherent visions, significant information||4+&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*Items isolated from other auras or from being disturbed (tombs, basements, abandoned towns) can keep their impression for much longer. It is suggested that items within the Gaiasphere—i.e., underground—retain such impressions longer. The gamemaster can reduce the time modifier to that of a week, month, or year for these kinds of items.&lt;br /&gt;
** Modifier only applies to impressions related to the person to whom the focus is bonded. Stacked foci only grant the highest rating as a bonus.&lt;br /&gt;
|}&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Psychometry is like experiencing flashbacks, a flood of senses and emotions that can be uncontrollable. Once the magician develops this skill, the door can be difficult to close. Everything the magician touches generates this kind of feedback. Do you really need to know the life story behind every shot glass and barstool? The magician learns to put up mental shields to filter out distractions from all the input he would get from astral imprints. The magician needs only a few moments to raise or lower his shields to attempt reading an object. To read an object, the magician makes an Assensing + Intuition + initiate grade [Astral] Test; see the Psychometry table for modifiers and results. When reading an object, the magician has a –2 dice pool penalty to all other actions. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience.&lt;br /&gt;
&lt;br /&gt;
==Magicians And Their Material Link==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Some people fear magicians because of what they believe magic can do, right? Well, magicians fear other magicians, especially if the latter have a material link that can be used in ritual magic. Trids and mythology push this paranoia of stolen locks of hair or drops of blood by evil wizards, and they’re not off base in doing this. The vodou tradition specifically focuses on indirect ritual magic. Because of this, certain cleaning drones and services designed around the quick disposal of any organic material left behind are labeled as “mage sensitive.” Shadow versions of this kind of service even take care of cleaning bloodstains, no questions asked. The Jolly Barber in San Diego, for example, has a dragon- shaped brazier homunculus that eats the sweepings after each haircut. Note that this is different from mana- sensitive services, which are drones and gear that filter pollution or uses less-harsh chemicals to prevent disturbing the magician’s feng shui.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
A magician can attune himself to a higher awareness of the path he takes in life. This hyperawareness lets the magician sense danger before it occurs. This ability is the same as the adept power of the same name, but substitute the power’s levels with magician’s initiate grade. The metamagic and the adept power cannot be combined, so a character with both only applies the higher of the two.&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician summons a spirit, she may choose to allow the spirit to possess her instead of allowing the spirit to exist in the astral plane to either manifest (p. 314, SR5) or materialize (p. 398, SR5). This must be decided at the time of summoning. Treat channeling the same as if the spirit has the Possession power (p. 197), with a few exceptions:&lt;br /&gt;
*The magician can use her own skills and has motor control over her body.&lt;br /&gt;
*She may relinquish control of her body to the spirit, but at the cost of a service.&lt;br /&gt;
*The magician can use the powers of the spirit, but at the cost of a service.&lt;br /&gt;
*Because two minds inhabit this same body, Mana spells or powers are resisted by the lowest Mental attribute of the two. Damage from Mana spells or powers is applied to both (no free rides).&lt;br /&gt;
*The spirit cannot leave the magician’s body until either the services are up, the magician dismisses it, or time expires as per the rules of summoned spirits.&lt;br /&gt;
&lt;br /&gt;
==Exorcism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Exorcism is a unique form of spirit combat where the magician pulls the spirit from its vessel. The ability requires physical contact with the vessel. A magic user makes an Opposed Test pitting Willpower + Charisma against twice the spirit’s Force. A magician with the Banishing skill may add his Willpower to the normal Banishing skill test.&lt;br /&gt;
&lt;br /&gt;
Successfully forcing the spirit from its vessel requires an accumulated total of net hits equal to the spirit’s Force. Each exorcism attempt is very taxing: the exorcist suffers Drain equal to twice the number of hits (not net hits) that the spirit achieves in each attempt. Magicians resist this Drain as per their tradition; adepts resist with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
If the exorcism is successful, the spirit loses its corporeal connection and is pushed into astral space. Once in astral space it begins to suffer from Evanescence. Exorcism can only be used against channeled spirits, spirits with the Possession power, or true-form spirits (p. 195) with the Inhabitation power.&lt;br /&gt;
&lt;br /&gt;
==Extended Masking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Masking&lt;br /&gt;
Extended masking extends your masking to include anchored, sustained, or quickened spells; imbued or attuned items; or alchemical preparations that are in the magician’s possession. The magician may mask a number of items up to his initiate grade (this is in addition to bonded foci). Each item masked in this way must have a Force less than the magician’s Magic attribute. As per the masking rules, an Opposed Assensing test is required to view such items. If the observer fails to gain any net hits, the masked items appear to the observer as normal fluctuations in the background count.&lt;br /&gt;
&lt;br /&gt;
==Astral Bluff==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician uses Assensing on an initiate possessing this technique, astral bluff allows the targeted character to spend a Simple Action to adjust his aura to give a temporary false impression. These are small adjustments (emotional state, health, etc.), but this change can add weight to a character’s disguise or other such falsehoods. The character makes a Con + Magic [Social] (3) Test; if they succeed, they’ve managed to give the right impression and keep targets from examining their aura too closely. This affect is brief; if the magician’s aura stays in visible range of someone who would be inclined to give a closer investigation for longer than five minutes, the jig is up. The target decides that bluff or no, the aura should be inspected, so they take a closer look that is enough to see past any astral bluffs. At this point, if the magician wants to convincingly disguise his aura, he will need to use masking metamagic. The astral bluff metamagic can be used in conjunction with a Con or Disguise test as per teamwork rules (p. 49, SR5)&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With flux, the magician can set his aura in constant flux. While doing so makes his shifting aura stand out in the astral plane, it also temporarily scrambles the mystic link between himself and potential ritual links (material, sympathetic, or symbolic), bonded foci, attuned animals/ items, summoned/bound spirits, mana barriers, active spells (sustained, quickened, or anchored), and alchemical preparations (active or command triggered). If the magician casts spells with his aura in flux, the astral signature is also mixed and cannot be read. Any ritual magic that targets a magician in a state of flux has its effective Force increased by 4 + initiate grade for the opposed test in the final step (p. 296, SR5). Any attempt to track the target meets a similar problem, increasing in threshold by 4 + initiate grade (p. 315, SR5).&lt;br /&gt;
&lt;br /&gt;
A magician with his aura in flux can also attempt to bypass wards (p. 297, SR5). Additionally, alchemical preparations with a contact trigger might not activate if touched by a target with his aura in flux. When the magician makes contact with a preparation with a contact trigger, he makes an Opposed Test pitting his Magic + initiate grade against the Force of the preparation; if the magician is successful, the preparation will not activate while the aura is in flux.&lt;br /&gt;
&lt;br /&gt;
The magician can safely keep his aura in flux for (Magic) hours per twenty-four-hour period. While the aura is in flux, the magician cannot command any spirits or watchers that he would normally control, activate foci, or activate any preparations with the command trigger. Excessive use of flux starts to permanently affect the magician. Any use beyond (Magic) in hours in a twenty-four-hour hour period but less than twice (Magic) in hours, unattunes items (foci, fetishes, etc.), which then must be reattuned before they can be used again. Summoned and bound spirits are automatically dismissed. After twice (Magic) in hours, mystic links to items have a fifty percent chance to be permanently broken. This means that foci have to be rebound, magical group bonds have to be redone, etc. An aura in flux for more than eighteen hours in a twenty-four-hour period can cause more permanent problems. These problems are left up to the imagination the gamemaster, but not limited to permanent magic loss or negative magical qualities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Absorption==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Absorption allows the magician to siphon some of the mana away from a spell used against her. This includes triggered preparations and some ritual spells whose ritual includes the spell keyword. With an Interrupt Action, the magician rolls Magic + Counterspelling [Force], where the Force is equal to the spell the magician is defending against. Each success does two things:&lt;br /&gt;
&lt;br /&gt;
*Reduces the Force of the spell by 1.&lt;br /&gt;
*Creates a “mana charge” in the magician’s aura that the magician can use. The magician can retain this mana charge for 1 + initiate grade Combat Turns and can only retain up to (Magic) in charges.&lt;br /&gt;
&lt;br /&gt;
These temporary charges dissipate when the magician casts a spell. Each mana charge in the magician’s aura reduces the Drain Value of the spell he casts by 1 per charge (though the minimum Drain Value of 2 still applies), and then the mana charges are gone. The magician cannot divide the charges among different spells; all stored charges go toward the next spell he casts. If the magician absorbs a number of mana charges greater than the magician’s Magic rating, the magician suffers 1 box of Physical damage per mana charge (meaning all stored mana charge, not just the excess), and all stored charges immediately dissipate. Also, if the magician doesn’t cast a spell before the mana charges expire, the magician suffers Drain with a Drain Value equal to the remaining mana charges, as they dissipate on their own. The Drain may be resisted as normal.&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
;Absorption and the Spell Defense Pool:If a magician maintains active spell defense while attempting the absorption technique, the number of hits scored on an absorption roll reduces her spell defense pool by that amount for the rest of that Combat Turn. Resisting damage and spell defense rules occur as normal.&lt;br /&gt;
&lt;br /&gt;
==Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
Reflection is an advanced understanding of shielding metamagic, allowing the magician to turn a defensive ability into an offensive action. If an astrally perceiving magician sees that he or those he’s protecting with spell defense are the target of a spell (and note that astral perception is a necessity, not just the knowledge that a spell is being cast), he can access three additional Interrupt Actions that can protect the group instead of using spell defense dice (p. 294, SR5). With each Interrupt Action, the magician uses up 1 die from the spell defense dice pool. If no more defensive dice remain, then the Interrupt Action cannot be taken. The three actions possible are: Reflect Spell, Deflect spell, and Greater Reflection.&lt;br /&gt;
&lt;br /&gt;
==Reflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–7 INITIATIVE SCORE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
With this action, the magician can use Counterspelling + Magic [Astral] versus the caster’s Spellcasting Test. If the reflecting magician scores more hits than the caster, the spell is redirected at the caster at half the spell’s Force, and the original target takes no damage. The reflecting magician suffers Drain as if he had used a Reckless Spellcasting action to cast it (increasing the customary Drain by 3). This reflected spell only affects the caster, regardless of whether it was an area-effect spell. Treat the net hits in reflecting as spellcasting hits, as if the magician had actually cast it. This would add to any net hits from the original Spellcasting Test. If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Deflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–5 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
For any indirect spell targeting those the magician is protecting with spell defense, the magician makes a Counterspelling + Magic [Astral] Test against the opponent’s Spellcasting Test. Each net hit on the test adds one scatter die to the attack, and the gamemaster determines scatter (p.181, SR5). If the magician does not get more net hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Greater Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–10 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
This works the same as Reflect Spell but with the option of either sending the spell’s full Force back at the caster or as the same version (i.e., if the reflected spell was an Area spell, then the area of effect would be centered on the caster). If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it. Regardless of success, the magician attempting this action must resist Drain as if he cast the spell himself.&lt;br /&gt;
&lt;br /&gt;
==Anchoring==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Quickening&lt;br /&gt;
Anchoring metamagic is similar to alchemy but is tied to the foundation rules of a quickened spell. The quickened spell can be attached to a temporary astral construct. This anchor later releases the quickened spell based on a pre-specified trigger. A spell with any duration type can be anchored, and the spell can be triggered by any type of preparation trigger (p. 305, SR5), including the background count and Detection spell triggers (p. 219). The trigger’s conditions must be defined before the anchored spell is cast.&lt;br /&gt;
&lt;br /&gt;
Once the trigger and its conditions are defined, the magician casts the spell into the anchor and records the number of hits for later reference. The magician must then resist Drain with the added Drain Value cost for the specific trigger.&lt;br /&gt;
&lt;br /&gt;
Because the anchored spell is not tied to a physical lynchpin like an alchemical preparation, creating the spell’s anchor requires something a little extra from the magician. To complete the anchor, the magician pays Karma equal to the anchored spell’s Force. Anchored spells should be treated the same as quickened spells (p. 326, SR5) with regard to astral intersections (p. 316, SR5), astral combat, and dispelling attempts. Anchored spells retain the spellcaster’s astral signature and thus may be used for astral tracking (p. 315, SR5) or as a sympathetic link (p. 146).&lt;br /&gt;
&lt;br /&gt;
When the trigger condition is met, the anchor collapses and the spell is released as if the magician just cast it, using the recorded hits achieved. Sustained spells will remain sustained in the same manner as quickened spells. Permanent spells will remain sustained until the effects become permanent, and then the spells end. An anchor may be designed with multiple triggers, if so desired. Triggers may be set to only activate if another trigger condition is met. For example, a contact trigger could be set to activate only when a Detection spell is activated first, so the anchor would be safe to touch until the Detection spell gets a hit. When using multiple triggers, add up all the Drain costs for all of the trigger conditions before casting the anchored spell.&lt;br /&gt;
&lt;br /&gt;
At any given time, an initiate may have a maximum number of anchors active equal to her initiate grade. The magician can end one of her active anchors as a Free Action, letting the spell dissipate without effect.&lt;br /&gt;
&lt;br /&gt;
See p. 219 for all available triggers.&lt;br /&gt;
&lt;br /&gt;
==Advanced Alchemy==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Fixation&lt;br /&gt;
With advanced alchemy, the magician can prepare magical compounds (p. 218) that can imbue the user with extraordinary powers … or curse them. The magician can also tailor more specific triggers with preparations (see Advanced Alchemy, p. 218).&lt;br /&gt;
&lt;br /&gt;
==Efficient Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Why sacrifice a whole day standing over a bonfire when twelve hours could do? Magicians who advance their study into rituals can learn to complete a magical ritual faster. Reduce the time to complete a ritual by half for any ritual that the magician is the leader of. The cost of the time reduction is +2 to the Drain Value at the completion step the ritual (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Greater Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Greater ritual allows the magician to participate in a ritual without adding dice to it. Instead, the magician amplifies the ritual by adding her Magic rating to the ritual’s Force for determining its limit, size, and effect. This addition is not included in the completion step of the ritual (p. 296, SR5). The magician takes Drain as if she actively participated in the ritual. The magician can be the leader of the ritual and still use greater ritual metamagic, but this adds +2 to the Drain Value when the ritual completes.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With this metamagic, the magician can choose to increase a Combat spell’s AP at a cost of reduced damage before casting the spell. Reduce the DV by 1 for every point of AP increased, up to the Force of the spell. Minimum damage is 1. Drain Value increases by 1 for every point of AP increased. For example, a Force 5 Fireball spell (normally with a DV of 5P and AP –5) is modified to have a DV of 3P and AP –7 before the spell is cast; since the AP was increased by 2, the normal Drain Value is then increased by 2. Net hits are then applied to either increase the Damage Value or reduce scatter, as normal (p. 283, SR5).&lt;br /&gt;
&lt;br /&gt;
==Cleansing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
This technique allows the magician to temporarily reduce background count. Cleansing only affects positive background counts such as from a domain (p. 25) or aspected mana. The magician uses a Complex Action and makes an Opposed Test pitting Counterspelling + Magic + initiate grade [Astral] against a dice pool equal to the background count. Each net hit can either reduce the background count by 1 or extend the duration of a previously achieved background reduction by 1 Combat Turn. This background count reduction is temporary and only affects the cleansing magician for (Magic) Combat Turn(s). After the test, the magician suffers Drain with a Drain Value equal to the natural background count. If the background count exceeds the magician’s Magic, Drain is Physical. If the background count is greater than twice the magician’s Magic, then the magician cannot perform a cleansing action. This action can be done each Combat Turn to further reduce or extend the temporary background count reduction, but the magician suffers Drain equal to the natural background count prior to a second attempt to cleanse the same area.&lt;br /&gt;
&lt;br /&gt;
==Sensing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The magician can use the Observe in Detail action (p. 165, SR5) to learn details of the surrounding area—such as background count, how the background count is aspected, and if background count changes—without having to astrally perceive or project. The magician can also feel a negative background count based on mana ebbs and voids (p. 32) but is more sensitive to them: add +2 when determining the effect of background count. The magician cannot use this ability to sense astral forms, spells, mana barriers, spirits, or foci. Gamemasters may also give the character a chance to sense some unusual change nearby even if they are not actively using sensing; in this case, the gamemaster should make the Observe in Detail Perception Test in secret to not give anything away. This phenomenon includes noticing alchera (p. 29), mana storms, warps, or surges (p. 34).&lt;br /&gt;
&lt;br /&gt;
==Infusion==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
When focused, an adept can pull energy from the cosmos and channel it into one of his existing powers. For each level of initiate grade, the adept can add 0.5 PP to an adept power. The total levels of a power enhanced this way cannot exceed the adept’s Magic rating. The enhancement will last for (Magic) Combat Turns. Once the power boost ends, the adept immediately suffers Stun damage from this stretch of qi. The Damage Value equals four times the total power point cost of the enhanced power (not just the power point boost). In addition to this damage, the adept suffers a temporary loss of a number of power points equal to the power point boost for (Magic) minutes. The gamemaster selects what powers are affected, and the adept should not know a power is inaccessible until he tries to use it.&lt;br /&gt;
&lt;br /&gt;
==Qi Sculpt==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
An adept at peace with herself can adjust her qi like wet clay. Qi sculpt allows the adept to remove qi from one power and temporarily add it to another power in which they already have invested power points. For each level of initiate grade, the adept can shift 0.25 PP of one adept power to another power. The enhanced power cannot have more levels than the adept’s Magic rating. This shift of power lasts for (Magic) minutes. Once the shift ends, the adept suffers Stun damage with a Damage Value equal to the four times the power point boost. &lt;br /&gt;
&lt;br /&gt;
==Air Walking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Light Body&lt;br /&gt;
The adept can briefly step on air as he would a stone. Add the adept’s initiate grade when calculating the maximum jumping distance (p. 134, SR5). &lt;br /&gt;
&lt;br /&gt;
==Supernatural Prowess==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For any physical action, the adept can substitute a physical attribute for Magic + initiate grade for that test. If done during combat, the substitution affects all physical actions associated to that attribute within a Combat Turn. This metamagic cannot be combined with Attribute Boost. This can be done 1 + initiate grade times per day. Dice pools and Physical limits temporarily change with this action.&lt;br /&gt;
&lt;br /&gt;
==Pied Piper==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The adept’s mastery of the artistic skill becomes anincredible work. His performance of the skill not onlymesmerizes the audience, it attracts them. Those whosee or hear the performance enter a mild trance. Theadept can target a person or a group of people to donothing else but experience the performance. The adeptmust have line of sight to the target(s). The adeptmakes an Opposed Test pitting Performance + Charisma[Magic] against Willpower + Charisma. If multipleindividuals are targeted, use the largest dice poolamong the defenders and add +1 die per additionaltarget (maximum +5). If the test is successful, the target(s) follow the adept as he performs for (Charisma x10) minutes. Subjects entranced this way can still havethe trance interrupted by significant distractions, suchas loud noises or a hard shove.&lt;br /&gt;
&lt;br /&gt;
==Skin Artist==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Melanin Control&lt;br /&gt;
With this enhancement, an artist’s body is her own canvas. The adept possesses even finer control over her skin pigmentation, including formation of more colors (black, red, and blue) from her body. The adept can create a variety of tattoo markings anywhere on her body or change her whole skin tone to an unnatural hue. &lt;br /&gt;
&lt;br /&gt;
==Hot Qi==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Living Focus&lt;br /&gt;
As the adept burns out, he normally becomes unable to use some foci because his Magic rating is too low. With the hot qi technique, the adept can still use a qi focus, but he takes unresisted Stun damage equal to the difference between the focus’s Force and his Magic rating. If the Force of the focus exceeds twice the adept’s Magic rating, the damage is Physical. The focus’s Force cannot exceed 12.&lt;br /&gt;
&lt;br /&gt;
==Shadow Touch==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Traceless Walk&lt;br /&gt;
Adepts following the Invisible Way can learn to avoid leaving fingerprints on items they touch. This ability can also be used to avoid triggering alchemical preparations that use a contact trigger. The latter ability requires a successful Opposed Test between the adept’s Magic rating and the current Potency of the preparation.&lt;br /&gt;
&lt;br /&gt;
==Stillness Of The Void==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
An adept who meditates can steel his mind against Detection spells and ritual magic and become as nothing. To enter this state, the adept must remain still and concentrate only on managing his breathing for five minutes; he also cannot speak, gesture, or move. Performing any action, such as being moved or taking any damage, will break the adept’s concentration, and he will have to start again. While resisting Detection spells, add 1 + initiate grade to the Opposed test. Items in the adept’s possession are also resisted by the adept in this manner to prevent detection (e.g., a Detect Guns spell). Astrally tracking the adept also becomes difficult, adding 1 + initiate grade to the threshold of the Assensing Test for astral tracking (p. 315, SR5). The adept can stay in this mental state for eight hours.&lt;br /&gt;
&lt;br /&gt;
==Digital Celerity==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nimble Fingers&lt;br /&gt;
This power allows the adept greater control in the palming or pickpocketing of an object and preventing anyone from noticing the act. This is true sleight of hand that mundane magicians attempt to attain. It imposes an additional –1 Perception modifier per initiate grade to anyone observing or being targeted by the adept.&lt;br /&gt;
&lt;br /&gt;
==Master Of The Nine Chakras==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nerve Strike&lt;br /&gt;
The adept has a better understanding of how magic flows with a person’s vital energy. With this power, the adept can strike specific spots of energy concentration, causing a disruption of this flow and temporarily reducing the target’s Magic attribute. Refer to Nerve Strike (p. 173), but the attack reduces Magic instead. Magic lost this way has an effect similar to a background count, as the target accumulates dice pool penalties for casting spells or using Magical skills. If the subject’s Magic is reduced to 0, the target cannot use any magically related skill or adept power until the attribute recovers.&lt;br /&gt;
&lt;br /&gt;
==Domain Of The Spiritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The background caused by domains of religious significance, such as churches, cemeteries, and so forth, doesn’t affect those on this path as much as other adepts. Reduce background count penalties by 1 + initiate grade if the background count is aspected toward a religion or spiritual significance.&lt;br /&gt;
&lt;br /&gt;
==Fae-touched==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path gain a hauntingly beautiful appearance. An adept may pit his Magic + Intuition + initiate grade against the target’s Willpower + Intuition in an Opposed Test. If the opponent fails, then the target believes in an idealized mana-based illusion of the adept. The adept can then substitute Magic + initiate grade for Charisma for all Charisma tests against those who believe the illusion. If the Opposed Test was successful, the illusion lasts twenty-four hours. This can be done 1 + initiate grade times a day. Drain from each attempt equals the target’s hits in resisting the attempt (minimum 2).&lt;br /&gt;
&lt;br /&gt;
==Silver-tongued Devil==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Commanding Voice&lt;br /&gt;
An adept of the Speaker’s Way can create a longer-lasting impression on subjects when using Commanding Voice (p. 170). If the adept wins the Opposed Test, the target continues to carry out the action for one minute before realizing what they’re doing. The Silver-Tongued Devil’s verboseness makes it unusable in combat situations. This power comes at a price of mental stress. When using the power, the adept suffers Stun damage equal to the hits (not net hits) from the target’s Opposed Test. Damage is resisted by Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The presence of a follower of the Speaker’s Way is very palpable, sometimes even visible, when the adept speaks. An adept with this metamagic can add her initiate grade in dice to all tests for one social skill, which is chosen when the metamagic is selected. The metamagic cannot be selected multiple times. The bonus also only applies when the adept is using her skill on others, not when she is resisting social skills of others.&lt;br /&gt;
&lt;br /&gt;
==Barrage==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite:Missile Mastery&lt;br /&gt;
A single improvised weapon in the hands of an adept is deadly; a handful is even worse. An adept mastering the Barrage technique can loose a handful of readied, improvised throwing weapons at a target(s). When making the throwing weapon attack, the adept can use the rules for narrow or medium spreads (p. 180, SR5). The adept must have either two or more throwing weapons or a gamemaster-approved handful of improvised weapons readied to use this technique. &lt;br /&gt;
&lt;br /&gt;
==Domain Of The Warrior==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path are not as affected by the background taint of violence and war as other adepts. Reduce background count penalties by 1+ initiate grade if the background is aspected to violence and war.&lt;br /&gt;
&lt;br /&gt;
==Master Of Taijiquan==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Counterstrike&lt;br /&gt;
While people around the world practice taijiquan—a.k.a. t’ai chi—for its defense-training and health benefits, an adept mastering taijiquan flows like a river in combat, especially with multiple melee combatants. He uses the various attackers’ strengths to maneuver their strikes against each other. When the adept successfully blocks a melee attack from one attacker with Counterstrike, he may choose instead to redirect that attack against a second attacker. The second attacker would have to defend against the first attack with the number of hits equal to the adept’s Counterstrike test. The base Damage Value is equal to the melee attack from the first attacker. This mastery of kinetic energy only works in combat against multiple melee opponents. You can’t make an attacker hit himself, though you can taunt him with the promise to do so. &lt;br /&gt;
&lt;br /&gt;
==Improved Astral Form==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
A magician draws energy from their body to create the astral form, leaving their physical frame in a sleep-like state in the process. Those who take this technique have learned to draw more energy, putting their frame in a deeper slumber in exchange for more time away from it. This technique allows the magician to add their initiate level to the duration that they may remain projected. If this technique is used, the deep slumber means that it takes one minute for a magician’s body to wake up after the astral form rejoins it.&lt;br /&gt;
&lt;br /&gt;
==Astralnaut==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite: Improved Astral Form&lt;br /&gt;
By truly mastering the act of drawing energy from the physical frame, an astralnaut can drain so much that their body enters a coma, their physical processes slowing to a crawl. This allows the magician to greatly expand the duration of their astral jaunts, including metaplanar explorations. When using this technique, the magician’s allowed time in an astral form is measured in days, not hours. Due to the coma-like state, it requires twenty-four&lt;br /&gt;
hours for the magician’s body to wake up once the astral form has rejoined it.&lt;br /&gt;
&lt;br /&gt;
==Harmonious Defense==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite: Way of Unified Mana (Hapsum-Do)&lt;br /&gt;
A character with harmonious defense has learned the ability to use their connection to magic to shield themselves and others from hostile magic. When the adept declares that they will use harmonious defense (a Free Action), they receive a dice pool equal to their Willpower + Magic + initiate grade, which can be used in the same fashion as spell defense dice from the Counterspelling skill. Note that whenever an adept uses harmonious defense, they&lt;br /&gt;
automatically begin perceiving astrally.&lt;br /&gt;
&lt;br /&gt;
==Harmonious Reflection==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite: Way of Unified Mana (Hapsum-Do), Harmonious Defence&lt;br /&gt;
Harmonious reﬂection is the adept version of the reﬂection metamagic. Instead of using the Counterspelling Skill, however, the adept focuses their own magic and discipline to counter offensive magic.&lt;br /&gt;
&lt;br /&gt;
If an adept using harmonious defense sees that they or those they’re protecting with spell defense are being targeted by a spell, they can use an Interrupt Action to protect the group instead. With each reﬂection, the adept uses up 1 die from the harmonious defense dice pool. If no more harmonious defense dice remain, then harmonious defense cannot be used. Using harmonious reﬂection is described below.&lt;br /&gt;
&lt;br /&gt;
===Harmonious Reflection===&lt;br /&gt;
;Interrupt action (-5 initiative score)&lt;br /&gt;
With this action, the adept can use Willpower + Magic [Astral] versus the caster’s Spellcasting test. If the reﬂecting adept scores more hits than the spellcaster, the spell is redirected back at the caster at half the spell’s Force, and the original target takes no damage. The reﬂecting adept suffers drain as if they had used a Reckless Spellcasting action to cast it (increasing the customary drain by 3). This reﬂected spell only affects the caster, regardless of whether it was an area-effect spell or not. Treat the net hits in reﬂecting as Spellcasting hits, as if the adept were a magician and had actually cast it. This would add to any net hits from the original Spellcasting test. If the adept does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it. If the adept instead takes –8 to their initiative score and uses 1 Edge, then the spell is reﬂected back at the caster at full strength, rather than half.&lt;br /&gt;
&lt;br /&gt;
==Noble Sacrifice==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
Superfcially similar to blood magic, the noble sacrifce metamagic is actually its opposite. The Awakened individual with noble sacrifice is convinced of the inherent goodness of risking harm to one’s self for the benefit of others. As such, when they are suffering on behalf of others, they become much more powerful than they would be otherwise. This metamagic requires the mage to take a Free Action to activate. Once activated, the mage designates a metahuman individual or individuals within X meters of themselves (where X is Magic Rating). When any of these individuals take damage, it applies instead to the magician, who may resist it normally, as if the damage was happening directly to them (before the designated individual(s) do their own resistance rolls). Their own stats, skills, and attributes are used to resist the damage. Every three boxes of Physical or Stun damage suffered by the magician in this way generate one Protection Magic Point that must be used before the end of the next Combat Turn. Protection Magic Points generated by noble sacrifice can be used in any of the following ways, in any combination:&lt;br /&gt;
&lt;br /&gt;
• Increase the Force of a non-offensive spell or ritual being cast by one per point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
• Reduce the amount of drain a Health spell inﬂicts by one per point, to a minimum of 0.&lt;br /&gt;
• Increase the Force of a summoned spirit by one per point.&lt;br /&gt;
&lt;br /&gt;
Additionally, if the magician has not attacked an enemy this round, they receive +4 dice to Spellcasting, Counterspelling, and Ritual Spellcasting tests using Protection Magic Points.&lt;br /&gt;
&lt;br /&gt;
==Paradigm shift==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
Perhaps the single most interesting technique yet discovered, paradigm shift allows a magician to set aside their old tradition and choose a new one. Once chosen, this new tradition defnes their use of magic, and they lose all access to their old tradition. When the magician initiates again, they may choose paradigm shift as the new metamagic if they wish to change again.&lt;br /&gt;
&lt;br /&gt;
===Paradigm shift: Insect Shaman===&lt;br /&gt;
Leaving their old tradition behind, the magician now follows the insect shaman tradition. This differs from a normal paradigm shift in two ways. The first is that the magician may never take another paradigm shift to leave this tradition. The second is that the insect patron gifts the magician with Karma equal to what it cost to initiate and take this technique. That’s so kind! You’d think that there’d be something in the fine print about paying the queen back with something else down the line, but maybe the queen assumed the candidate would be aware.&lt;br /&gt;
&lt;br /&gt;
===Paradigm shift: Toxic===&lt;br /&gt;
This is less something you learn, more something you become. Any magician may turn toxic once given a good enough reason, or having been exposed to enough corrupted energy. On the downside, there is no known way for a toxic mage to leave this tradition behind and take a new paradigm. On the positive side, the act of going toxic gifts the magician with Karma equal to what it cost to initiate and take this technique. All it cost was their sanity...&lt;br /&gt;
&lt;br /&gt;
==Reckless Necro Conjuring==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
Unlike normal reckless conjuring (p. 192, Street Grimoire), reckless necro conjuring allows a necro mage to summon a spirit without a Necro Summoning ritual. When reckless necro conjuring is used, a necro mage summons a necro spirit in the same way a normal mage would summon a spirit, except the host needed for the spirit (see Necro Summoning Ritual, p. 52) is still required. Only one necro spirit can be summoned at a time in this fashion, and the mage must resist drain like a normal mage does when summoning a spirit, except the drain value is now equal to two times the hits (not net hits) on the spirit’s defense test, with a minimum drain value of 4. This metamagic only applies to summoning necro spirits.&lt;br /&gt;
&lt;br /&gt;
==Spirit Expansion: UMT==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite:Able to summon 5 types of spirit&lt;br /&gt;
One of the defining moments in Universal Magic Theory was when a group of shamans in Prague were able to call forth an elemental, previously the exclusive domain of hermetic magicians. It took some time to perfect the technique, but it has since been expanded. Each time that this technique is taken, the magician learns to summon one new type of spirit, chosen from air, earth, fire, water, beasts, man, guardian, guidance, plant, or task. As the new spirit is from outside the magician’s tradition, they do not slot into a spellcasting area, but may otherwise serve as normal for a spirit of their kind.&lt;br /&gt;
&lt;br /&gt;
==Spirit Expansion: Shedim==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite:Able to summon at least one type of spirit. Power must be learned from a master shedim that knows this metamagic.&lt;br /&gt;
With the closing of the DeeCee portal, the pathway for more shedim spirits to enter our world was lost. This meant that each one destroyed or banished was one less that would ever exist here. Realizing that extinction was the final result, several master shedim in Europe gathered together and crafted a technique not unlike that of insect shamans, allowing them to teach a metahuman to summon their kind. In exchange for serving a new master, the shedim would be allowed entry into this plane of existence and, like any spirit, would have a small chance of slipping free. These master shedim have been quietly teaching this technique in hopes of saving their kind. Most magicians who have seen it call it “necromancy,” conﬂating it with previously discovered necromantic traditions, an error that the shedim have seen no reason to correct. A shedim summoner may also summon a master shedim as a great form ritual.&lt;br /&gt;
&lt;br /&gt;
==Structured Spellcasting==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
This metamagic seeks to take the risk (and some reward) out of spellcasting by making it more tame and controlled. A mage with this metamagic may not use reckless spellcasting. Another effect of this metamagic is that in no case whatsoever may the mage ignore the limit on Spellcasting tests, even by using reagents or Edge. For giving up this freedom, the drain the mage suffers for casting spells is reduced by 1 (but always at least 1).&lt;br /&gt;
&lt;br /&gt;
==Tarot Summoning==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
;Prerequisite:Tarot tradition&lt;br /&gt;
This metamagic may be taken up to five times. At the first level of Tarot Summoning, mages choose one suit of the tarot: blades, coins, batons, or cups. The mage can only summon spirits from this suit using tarot summoning (see Tarot Summoning sidebar, p. 93, SR5:Forbidden Arcana). If a card is drawn that is not of a suit chosen by the mage, no spirit is summoned (or a spirit is summoned but refuses to obey the mage, gamemaster’s discretion). Tarot mages may remove suits from their deck that they are unable to summon, but only entire suits, rather than individual cards of some suits. &lt;br /&gt;
&lt;br /&gt;
For each additional time tarot summoning is chosen, the mage may select another suit that they are able to summon. When a tarot mage takes the fifth and final level of Tarot Summoning, they are then able to summon the Major Arcana.&lt;br /&gt;
&lt;br /&gt;
=Toxic Metamagic=&lt;br /&gt;
==Corruption==&lt;br /&gt;
Corruption is a metamagic technique that allows a magician to twist a spirit into a toxic version of itself. This is done by making a standard Banishing Test (p. 301, SR5). The toxic magician may add his initiate grade as a dice pool bonus to the test. If the toxic magician succeeds in a Summoning Test after reducing the spirit’s services to 0, the spirit immediately turns into a toxic version of itself (see Toxic Spirits, p. 87).&lt;br /&gt;
&lt;br /&gt;
==Taint==&lt;br /&gt;
Taint is a metamagic technique that increases the background count of an area. It uses all the same rules as Cleansing metamagic (see Cleansing, p. 122), with the sole exception of increasing the background count instead of decreasing it. In all other ways it follows the rules for Cleansing.&lt;br /&gt;
&lt;br /&gt;
=Blood Metamagic=&lt;br /&gt;
==Sacrifice==&lt;br /&gt;
Sacrifice is the metamagic technique that defines a magician as following the path of Blood. In essence, it is the ability to draw magical power from the act of inflicting harm on another living being, with sentient beings generating the most amount of power. Blood magic in all its forms is universally derided by other practitioners of magic. Sacrifice is an exclusive metamagic technique that can only be learned from another magician of the same tradition who already knows it, or from a spirit that knows it. It can never be self-taught.In order to use Sacrifice, the magician must inflict Physical damage on another living thing, using a melee weapon that draws blood. The drawing of living blood is the powerful symbol that generates raw magical power referred to as Blood Magic Points. To do this the magician makes a standard melee attack using the weapon. If the target is able to defend themselves they may do so, but if they cannot resist (due to being restrained, for example) then the attack is unopposed. Additionally, if the victim is restrained and unable to defend themselves, the magician receives a +4 dice pool bonus on their attack.While any living creature can be used, the magic is more powerful when harm is inflicted on sapient creatures, especially the unwilling. If damage is inflicted on a living creature without the Sapience power or the victim is willing (such as the magician themselves), then every 3 boxes of Physical damage inflicted generates one Blood Magic Point. If damage is inflicted on a Sapient critter or unwilling metahuman victim, then every 1 box of Physical damage generates one Blood Magic Point. Spirits can never be used as victims, even if they possess a living body.&lt;br /&gt;
&lt;br /&gt;
If not used, Blood Magic Points are lost after the following Combat Turn. Blood Magic Points generated by the act of Sacrifice can then be used in any of the following ways, in any combination:&lt;br /&gt;
*Increase the Force of a spell being cast by one per Point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
*Increase the caster’s Magic Rating for the purposes of determining if the spell’s drain is Physical or Stun, by one per Point.&lt;br /&gt;
*Reduce the amount of Drain the spell inflicts by one per Point, to a minimum of 0.&lt;br /&gt;
*Store any number of Points in an athame focus (see Athame, p. 90).&lt;br /&gt;
*Summon a Blood Spirit (see Blood Spirits, p. 91).&lt;br /&gt;
&lt;br /&gt;
==Cannibalize==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Adepts and mystic adepts who follow the path of blood may learn a unique metamagic technique related to Sacrifice. When using Cannibalize, the adept draws blood from a victim and then consumes it to gain a measure of power. In game terms, the adept inflicts physical damage on a willing or unwilling victim exactly as per the Sacrifice metamagic to generate Blood Magic Points. The adept can then increase a physical attribute by 1 for every 3 Blood Magic Points they spend, up to the individual’s augmented maximum in that attribute. The same or different attributes may be increased in any combination with one Simple Action. This increase lasts (Magic x initiate grade) Combat Turns, but if the adept immediately spends Karma equal to the total number of attribute points increased, the duration is increased to (Magic x initiate grade) days.&lt;br /&gt;
&lt;br /&gt;
==Power Bleed==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Cannibalize&lt;br /&gt;
&lt;br /&gt;
Power Bleed is an advanced metamagic technique that builds upon the Cannibalize power. Power Bleed functions the same as Cannibalize, except that instead of generating 3 Blood Magic Points, the adept can siphon one critter or adept power possessed by the victim (if they have one), and may then use this power as if it were their own. The effect lasts for (Magic x initiate grade) Combat Turns, but the adept may immediately spend 3 Karma to extend the duration to (Magic x initiate grade) days.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2807</id>
		<title>SR5:MetaMagics List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:MetaMagics_List&amp;diff=2807"/>
		<updated>2017-09-06T10:17:12Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
==Adept Centering (Adepts Only)==&lt;br /&gt;
Adept Centering allows you to reduce negative dice pool modifiers to Physical and Combat skills (such as modifiers from adverse conditions) by performing some mundane action at the same time. This action is something you use to focus on what you’re doing (you center yourself), for example chanting, singing, shouting—it can be just about anything as long as it’s not subtle. Reduce negative dice pool modifiers by your initiate grade as long as you can perform your chosen method of centering, which is a Free Action you take during your Action Phase.&lt;br /&gt;
&lt;br /&gt;
==Centering==&lt;br /&gt;
A magician who learns to center has an easier time resisting Drain. By using a mundane activity appropriate to your tradition to quiet your mind and block out distractions, you add a number of dice equal to your grade to all your Drain Resistance Tests. Centering is a Free Action. The actual activity for your technique is something you choose for yourself (appropriate to your tradition, of course), and could be something like chanting in Latin, playing a musical instrument, dancing, singing, making arcane gestures, screaming the names of ancient gods—just about anything that isn’t subtle. If you’re prevented from performing your centering technique of choice, you can’t use it.&lt;br /&gt;
&lt;br /&gt;
==Fixation==&lt;br /&gt;
You magically infuse an alchemical preparation with Karma, extending its shelf life. When you create the preparation, spend at least 1 Karma (up to the Force of the preparation). When the preparation’s Potency starts to decay, instead of losing 1 Potency every hour it loses 1 every day. It also gets a dice pool bonus against Disjoining (p. 307) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Flexible Signature==&lt;br /&gt;
You can alter your astral signature (p. 312) at will. You can disguise your aura so that it can’t be used to identify you, or forge the astral signature of another magician you’ve assensed, or simply reduce the amount of time your astral signature lasts. When someone attempts to assense your faked signature, add your initiate grade to the Assensing Test threshold—if a Grade 2 initiate leaves a forged astral signature, another magician could read the signature with 3 hits as usual, but at 5 hits would realize the signature is fake and spot the true signature underneath. You can only forge astral signatures you’ve read through assensing (your gamemaster may ask for a Memory Test). You can also reduce the longevity of the astral signatures you leave behind by your grade in hours—so that Grade 2 initiate can choose to leave no signature at all on effects that are Force 2 or less, and the signature of a Force 5 effect would last only 3 hours.&lt;br /&gt;
&lt;br /&gt;
==Masking==&lt;br /&gt;
You learn to change the appearance of your aura (and astral form). You can make it look mundane, or make your Magic Rating look higher or lower by up to your grade. When someone tries to read your masked aura, the Assensing Test becomes opposed by your Magic + initiate grade—if they get any net hits, they see both your mask and your real aura. If you can use astral perception, you can even make your aura look like a different type (like a spirit or a focus—great for astral costume parties). You can also use this metamagic to mask the auras of as many of your bonded foci as your initiate grade.&lt;br /&gt;
&lt;br /&gt;
==Power Point (Adepts Only)==&lt;br /&gt;
If you’re an adept, you gain a Power Point instead of a metamagic. You can take this as many times as you like.&lt;br /&gt;
&lt;br /&gt;
==Quickening==&lt;br /&gt;
You can manipulate your sustained spells into a sort of loop, so that they sustain themselves instead of relying on you to do it for them. To quicken a spell, take a Complex Action and spend karma while you’re sustaining the spell. You must spend at least 1 Karma but may spend up to the Force of the spell. The spell becomes permanent and gets a dice pool bonus against dispelling (p. 295) equal to the amount of Karma you spent on it.&lt;br /&gt;
&lt;br /&gt;
==Spell Shaping==&lt;br /&gt;
You can reshape your area spells at the cost of making casting them harder. For every –1 dice pool penalty you take to your Spellcasting Test, you may either increase an area spell’s radius by 1 meter, decrease it by 1 meter, or create a 1-meter-radius spherical “bubble” within the area of your spell that remains unaffected by it. You must declare the use of this metamagic when you cast the area spell. You may not take more dice worth of penalty than your Magic Rating.&lt;br /&gt;
&lt;br /&gt;
==Shielding==&lt;br /&gt;
A character with the shielding metamagic learns to better protect herself and others against hostile spells as they are cast. When the magician declares spell defense, they can add additional dice to the spell defense pool equal to his initiate grade. These additional dice cannot be used for any other use of Counterspelling, including dispelling.&lt;br /&gt;
&lt;br /&gt;
==Sympathetic Linking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For all links, the object must be small and easily carried by the magician. While a rigger’s favorite car could be considered as a sympathetic link, it is too large to carry. Just take the driver’s seat cushion. Using sympathetic or symbolic links in a ritual that normally contains the Material Link keyword is more difficult to successfully complete. When using a sympathetic link, add 2 to the Force of the spell for the opposing test in Step 7: Seal the Ritual (p. 296, SR5). With a symbolic link, add 4.&lt;br /&gt;
&lt;br /&gt;
==Psychometry==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right;width:30%;&amp;quot;&lt;br /&gt;
|+PSYCHOMETRY TABLE&lt;br /&gt;
!SITUATION!!MODIFIERS&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|TIME SINCE IMPRESSION*&lt;br /&gt;
|-&lt;br /&gt;
|1 Day||+0&lt;br /&gt;
|-&lt;br /&gt;
|1 Week||–2&lt;br /&gt;
|-&lt;br /&gt;
|1 Month||–4&lt;br /&gt;
|-&lt;br /&gt;
|1 Year||–6&lt;br /&gt;
|-&lt;br /&gt;
|1 Decade||–8&lt;br /&gt;
|-&lt;br /&gt;
|Each Additional Decade||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|NATURE OF ITEM&lt;br /&gt;
|-&lt;br /&gt;
|Nature of item has a strong connection to the impression (wedding ring, beloved toy, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Initiate had a strong connection to item when impression was formed (friend’s toy, school building, etc.)||+2&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violence or powerful emotions||+3&lt;br /&gt;
|-&lt;br /&gt;
|Impression recorded violent death||+4&lt;br /&gt;
|-&lt;br /&gt;
|Item is a bonded focus||+ (Rating)**&lt;br /&gt;
|-&lt;br /&gt;
|Item is a place of more than 500 square kilometers||–2&lt;br /&gt;
|-&lt;br /&gt;
|Item carries more than one significant impression –1 for each Astral signature has been erased (p. 312, SR5)||–1&lt;br /&gt;
|-&lt;br /&gt;
|Cleansing metamagic has been used (Smudging, p. 136)||–Force&lt;br /&gt;
|-&lt;br /&gt;
|Each subsequent attempt to read the item||–2&lt;br /&gt;
|-&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|INFORMATION&lt;br /&gt;
|-&lt;br /&gt;
!INFO GAINED!!HITS&lt;br /&gt;
|-&lt;br /&gt;
|None||0&lt;br /&gt;
|-&lt;br /&gt;
|Flashes of insight, superficial and disjointed impressions||1&lt;br /&gt;
|-&lt;br /&gt;
|Longer and deeper insights, though visions are still disjointed||2&lt;br /&gt;
|-&lt;br /&gt;
|Greater details, multiple sensory feedback, more coherence||3&lt;br /&gt;
|-&lt;br /&gt;
|Lengthy sequences, multiple senses, coherent visions, significant information||4+&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*Items isolated from other auras or from being disturbed (tombs, basements, abandoned towns) can keep their impression for much longer. It is suggested that items within the Gaiasphere—i.e., underground—retain such impressions longer. The gamemaster can reduce the time modifier to that of a week, month, or year for these kinds of items.&lt;br /&gt;
** Modifier only applies to impressions related to the person to whom the focus is bonded. Stacked foci only grant the highest rating as a bonus.&lt;br /&gt;
|}&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Psychometry is like experiencing flashbacks, a flood of senses and emotions that can be uncontrollable. Once the magician develops this skill, the door can be difficult to close. Everything the magician touches generates this kind of feedback. Do you really need to know the life story behind every shot glass and barstool? The magician learns to put up mental shields to filter out distractions from all the input he would get from astral imprints. The magician needs only a few moments to raise or lower his shields to attempt reading an object. To read an object, the magician makes an Assensing + Intuition + initiate grade [Astral] Test; see the Psychometry table for modifiers and results. When reading an object, the magician has a –2 dice pool penalty to all other actions. Unfortunately, while reading the object, the magician has no control over how long the reading takes, and she cannot stop until the reading is done. It can take 1 minute, 5 minutes, or longer. The gamemaster can roll 1D6 to choose the duration, or he can decide the duration based on the psychometric experience.&lt;br /&gt;
&lt;br /&gt;
==Magicians And Their Material Link==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Some people fear magicians because of what they believe magic can do, right? Well, magicians fear other magicians, especially if the latter have a material link that can be used in ritual magic. Trids and mythology push this paranoia of stolen locks of hair or drops of blood by evil wizards, and they’re not off base in doing this. The vodou tradition specifically focuses on indirect ritual magic. Because of this, certain cleaning drones and services designed around the quick disposal of any organic material left behind are labeled as “mage sensitive.” Shadow versions of this kind of service even take care of cleaning bloodstains, no questions asked. The Jolly Barber in San Diego, for example, has a dragon- shaped brazier homunculus that eats the sweepings after each haircut. Note that this is different from mana- sensitive services, which are drones and gear that filter pollution or uses less-harsh chemicals to prevent disturbing the magician’s feng shui.&lt;br /&gt;
&lt;br /&gt;
==Danger Sense==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
A magician can attune himself to a higher awareness of the path he takes in life. This hyperawareness lets the magician sense danger before it occurs. This ability is the same as the adept power of the same name, but substitute the power’s levels with magician’s initiate grade. The metamagic and the adept power cannot be combined, so a character with both only applies the higher of the two.&lt;br /&gt;
&lt;br /&gt;
==Channeling==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician summons a spirit, she may choose to allow the spirit to possess her instead of allowing the spirit to exist in the astral plane to either manifest (p. 314, SR5) or materialize (p. 398, SR5). This must be decided at the time of summoning. Treat channeling the same as if the spirit has the Possession power (p. 197), with a few exceptions:&lt;br /&gt;
*The magician can use her own skills and has motor control over her body.&lt;br /&gt;
*She may relinquish control of her body to the spirit, but at the cost of a service.&lt;br /&gt;
*The magician can use the powers of the spirit, but at the cost of a service.&lt;br /&gt;
*Because two minds inhabit this same body, Mana spells or powers are resisted by the lowest Mental attribute of the two. Damage from Mana spells or powers is applied to both (no free rides).&lt;br /&gt;
*The spirit cannot leave the magician’s body until either the services are up, the magician dismisses it, or time expires as per the rules of summoned spirits.&lt;br /&gt;
&lt;br /&gt;
==Exorcism==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Exorcism is a unique form of spirit combat where the magician pulls the spirit from its vessel. The ability requires physical contact with the vessel. A magic user makes an Opposed Test pitting Willpower + Charisma against twice the spirit’s Force. A magician with the Banishing skill may add his Willpower to the normal Banishing skill test.&lt;br /&gt;
&lt;br /&gt;
Successfully forcing the spirit from its vessel requires an accumulated total of net hits equal to the spirit’s Force. Each exorcism attempt is very taxing: the exorcist suffers Drain equal to twice the number of hits (not net hits) that the spirit achieves in each attempt. Magicians resist this Drain as per their tradition; adepts resist with Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
If the exorcism is successful, the spirit loses its corporeal connection and is pushed into astral space. Once in astral space it begins to suffer from Evanescence. Exorcism can only be used against channeled spirits, spirits with the Possession power, or true-form spirits (p. 195) with the Inhabitation power.&lt;br /&gt;
&lt;br /&gt;
==Extended Masking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Masking&lt;br /&gt;
Extended masking extends your masking to include anchored, sustained, or quickened spells; imbued or attuned items; or alchemical preparations that are in the magician’s possession. The magician may mask a number of items up to his initiate grade (this is in addition to bonded foci). Each item masked in this way must have a Force less than the magician’s Magic attribute. As per the masking rules, an Opposed Assensing test is required to view such items. If the observer fails to gain any net hits, the masked items appear to the observer as normal fluctuations in the background count.&lt;br /&gt;
&lt;br /&gt;
==Astral Bluff==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
When a magician uses Assensing on an initiate possessing this technique, astral bluff allows the targeted character to spend a Simple Action to adjust his aura to give a temporary false impression. These are small adjustments (emotional state, health, etc.), but this change can add weight to a character’s disguise or other such falsehoods. The character makes a Con + Magic [Social] (3) Test; if they succeed, they’ve managed to give the right impression and keep targets from examining their aura too closely. This affect is brief; if the magician’s aura stays in visible range of someone who would be inclined to give a closer investigation for longer than five minutes, the jig is up. The target decides that bluff or no, the aura should be inspected, so they take a closer look that is enough to see past any astral bluffs. At this point, if the magician wants to convincingly disguise his aura, he will need to use masking metamagic. The astral bluff metamagic can be used in conjunction with a Con or Disguise test as per teamwork rules (p. 49, SR5)&lt;br /&gt;
&lt;br /&gt;
==Flux==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With flux, the magician can set his aura in constant flux. While doing so makes his shifting aura stand out in the astral plane, it also temporarily scrambles the mystic link between himself and potential ritual links (material, sympathetic, or symbolic), bonded foci, attuned animals/ items, summoned/bound spirits, mana barriers, active spells (sustained, quickened, or anchored), and alchemical preparations (active or command triggered). If the magician casts spells with his aura in flux, the astral signature is also mixed and cannot be read. Any ritual magic that targets a magician in a state of flux has its effective Force increased by 4 + initiate grade for the opposed test in the final step (p. 296, SR5). Any attempt to track the target meets a similar problem, increasing in threshold by 4 + initiate grade (p. 315, SR5).&lt;br /&gt;
&lt;br /&gt;
A magician with his aura in flux can also attempt to bypass wards (p. 297, SR5). Additionally, alchemical preparations with a contact trigger might not activate if touched by a target with his aura in flux. When the magician makes contact with a preparation with a contact trigger, he makes an Opposed Test pitting his Magic + initiate grade against the Force of the preparation; if the magician is successful, the preparation will not activate while the aura is in flux.&lt;br /&gt;
&lt;br /&gt;
The magician can safely keep his aura in flux for (Magic) hours per twenty-four-hour period. While the aura is in flux, the magician cannot command any spirits or watchers that he would normally control, activate foci, or activate any preparations with the command trigger. Excessive use of flux starts to permanently affect the magician. Any use beyond (Magic) in hours in a twenty-four-hour hour period but less than twice (Magic) in hours, unattunes items (foci, fetishes, etc.), which then must be reattuned before they can be used again. Summoned and bound spirits are automatically dismissed. After twice (Magic) in hours, mystic links to items have a fifty percent chance to be permanently broken. This means that foci have to be rebound, magical group bonds have to be redone, etc. An aura in flux for more than eighteen hours in a twenty-four-hour period can cause more permanent problems. These problems are left up to the imagination the gamemaster, but not limited to permanent magic loss or negative magical qualities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Absorption==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Absorption allows the magician to siphon some of the mana away from a spell used against her. This includes triggered preparations and some ritual spells whose ritual includes the spell keyword. With an Interrupt Action, the magician rolls Magic + Counterspelling [Force], where the Force is equal to the spell the magician is defending against. Each success does two things:&lt;br /&gt;
&lt;br /&gt;
*Reduces the Force of the spell by 1.&lt;br /&gt;
*Creates a “mana charge” in the magician’s aura that the magician can use. The magician can retain this mana charge for 1 + initiate grade Combat Turns and can only retain up to (Magic) in charges.&lt;br /&gt;
&lt;br /&gt;
These temporary charges dissipate when the magician casts a spell. Each mana charge in the magician’s aura reduces the Drain Value of the spell he casts by 1 per charge (though the minimum Drain Value of 2 still applies), and then the mana charges are gone. The magician cannot divide the charges among different spells; all stored charges go toward the next spell he casts. If the magician absorbs a number of mana charges greater than the magician’s Magic rating, the magician suffers 1 box of Physical damage per mana charge (meaning all stored mana charge, not just the excess), and all stored charges immediately dissipate. Also, if the magician doesn’t cast a spell before the mana charges expire, the magician suffers Drain with a Drain Value equal to the remaining mana charges, as they dissipate on their own. The Drain may be resisted as normal.&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
;Absorption and the Spell Defense Pool:If a magician maintains active spell defense while attempting the absorption technique, the number of hits scored on an absorption roll reduces her spell defense pool by that amount for the rest of that Combat Turn. Resisting damage and spell defense rules occur as normal.&lt;br /&gt;
&lt;br /&gt;
==Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Shielding&lt;br /&gt;
Reflection is an advanced understanding of shielding metamagic, allowing the magician to turn a defensive ability into an offensive action. If an astrally perceiving magician sees that he or those he’s protecting with spell defense are the target of a spell (and note that astral perception is a necessity, not just the knowledge that a spell is being cast), he can access three additional Interrupt Actions that can protect the group instead of using spell defense dice (p. 294, SR5). With each Interrupt Action, the magician uses up 1 die from the spell defense dice pool. If no more defensive dice remain, then the Interrupt Action cannot be taken. The three actions possible are: Reflect Spell, Deflect spell, and Greater Reflection.&lt;br /&gt;
&lt;br /&gt;
==Reflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–7 INITIATIVE SCORE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
With this action, the magician can use Counterspelling + Magic [Astral] versus the caster’s Spellcasting Test. If the reflecting magician scores more hits than the caster, the spell is redirected at the caster at half the spell’s Force, and the original target takes no damage. The reflecting magician suffers Drain as if he had used a Reckless Spellcasting action to cast it (increasing the customary Drain by 3). This reflected spell only affects the caster, regardless of whether it was an area-effect spell. Treat the net hits in reflecting as spellcasting hits, as if the magician had actually cast it. This would add to any net hits from the original Spellcasting Test. If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Deflect Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–5 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
For any indirect spell targeting those the magician is protecting with spell defense, the magician makes a Counterspelling + Magic [Astral] Test against the opponent’s Spellcasting Test. Each net hit on the test adds one scatter die to the attack, and the gamemaster determines scatter (p.181, SR5). If the magician does not get more net hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it.&lt;br /&gt;
&lt;br /&gt;
==Greater Reflection==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;INTERRUPT ACTION&lt;br /&gt;
;(–10 INITIATIVE SCORE, –1 EDGE)&lt;br /&gt;
;Prerequisite: Reflection&lt;br /&gt;
This works the same as Reflect Spell but with the option of either sending the spell’s full Force back at the caster or as the same version (i.e., if the reflected spell was an Area spell, then the area of effect would be centered on the caster). If the magician does not get more hits than the caster, then the spell hits as if the magician didn’t attempt to defend against it. Regardless of success, the magician attempting this action must resist Drain as if he cast the spell himself.&lt;br /&gt;
&lt;br /&gt;
==Anchoring==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Quickening&lt;br /&gt;
Anchoring metamagic is similar to alchemy but is tied to the foundation rules of a quickened spell. The quickened spell can be attached to a temporary astral construct. This anchor later releases the quickened spell based on a pre-specified trigger. A spell with any duration type can be anchored, and the spell can be triggered by any type of preparation trigger (p. 305, SR5), including the background count and Detection spell triggers (p. 219). The trigger’s conditions must be defined before the anchored spell is cast.&lt;br /&gt;
&lt;br /&gt;
Once the trigger and its conditions are defined, the magician casts the spell into the anchor and records the number of hits for later reference. The magician must then resist Drain with the added Drain Value cost for the specific trigger.&lt;br /&gt;
&lt;br /&gt;
Because the anchored spell is not tied to a physical lynchpin like an alchemical preparation, creating the spell’s anchor requires something a little extra from the magician. To complete the anchor, the magician pays Karma equal to the anchored spell’s Force. Anchored spells should be treated the same as quickened spells (p. 326, SR5) with regard to astral intersections (p. 316, SR5), astral combat, and dispelling attempts. Anchored spells retain the spellcaster’s astral signature and thus may be used for astral tracking (p. 315, SR5) or as a sympathetic link (p. 146).&lt;br /&gt;
&lt;br /&gt;
When the trigger condition is met, the anchor collapses and the spell is released as if the magician just cast it, using the recorded hits achieved. Sustained spells will remain sustained in the same manner as quickened spells. Permanent spells will remain sustained until the effects become permanent, and then the spells end. An anchor may be designed with multiple triggers, if so desired. Triggers may be set to only activate if another trigger condition is met. For example, a contact trigger could be set to activate only when a Detection spell is activated first, so the anchor would be safe to touch until the Detection spell gets a hit. When using multiple triggers, add up all the Drain costs for all of the trigger conditions before casting the anchored spell.&lt;br /&gt;
&lt;br /&gt;
At any given time, an initiate may have a maximum number of anchors active equal to her initiate grade. The magician can end one of her active anchors as a Free Action, letting the spell dissipate without effect.&lt;br /&gt;
&lt;br /&gt;
See p. 219 for all available triggers.&lt;br /&gt;
&lt;br /&gt;
==Advanced Alchemy==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Fixation&lt;br /&gt;
With advanced alchemy, the magician can prepare magical compounds (p. 218) that can imbue the user with extraordinary powers … or curse them. The magician can also tailor more specific triggers with preparations (see Advanced Alchemy, p. 218).&lt;br /&gt;
&lt;br /&gt;
==Efficient Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Why sacrifice a whole day standing over a bonfire when twelve hours could do? Magicians who advance their study into rituals can learn to complete a magical ritual faster. Reduce the time to complete a ritual by half for any ritual that the magician is the leader of. The cost of the time reduction is +2 to the Drain Value at the completion step the ritual (p. 296, SR5).&lt;br /&gt;
&lt;br /&gt;
==Greater Ritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Greater ritual allows the magician to participate in a ritual without adding dice to it. Instead, the magician amplifies the ritual by adding her Magic rating to the ritual’s Force for determining its limit, size, and effect. This addition is not included in the completion step of the ritual (p. 296, SR5). The magician takes Drain as if she actively participated in the ritual. The magician can be the leader of the ritual and still use greater ritual metamagic, but this adds +2 to the Drain Value when the ritual completes.&lt;br /&gt;
&lt;br /&gt;
==Penetrating Spell==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
With this metamagic, the magician can choose to increase a Combat spell’s AP at a cost of reduced damage before casting the spell. Reduce the DV by 1 for every point of AP increased, up to the Force of the spell. Minimum damage is 1. Drain Value increases by 1 for every point of AP increased. For example, a Force 5 Fireball spell (normally with a DV of 5P and AP –5) is modified to have a DV of 3P and AP –7 before the spell is cast; since the AP was increased by 2, the normal Drain Value is then increased by 2. Net hits are then applied to either increase the Damage Value or reduce scatter, as normal (p. 283, SR5).&lt;br /&gt;
&lt;br /&gt;
==Cleansing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
This technique allows the magician to temporarily reduce background count. Cleansing only affects positive background counts such as from a domain (p. 25) or aspected mana. The magician uses a Complex Action and makes an Opposed Test pitting Counterspelling + Magic + initiate grade [Astral] against a dice pool equal to the background count. Each net hit can either reduce the background count by 1 or extend the duration of a previously achieved background reduction by 1 Combat Turn. This background count reduction is temporary and only affects the cleansing magician for (Magic) Combat Turn(s). After the test, the magician suffers Drain with a Drain Value equal to the natural background count. If the background count exceeds the magician’s Magic, Drain is Physical. If the background count is greater than twice the magician’s Magic, then the magician cannot perform a cleansing action. This action can be done each Combat Turn to further reduce or extend the temporary background count reduction, but the magician suffers Drain equal to the natural background count prior to a second attempt to cleanse the same area.&lt;br /&gt;
&lt;br /&gt;
==Sensing==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The magician can use the Observe in Detail action (p. 165, SR5) to learn details of the surrounding area—such as background count, how the background count is aspected, and if background count changes—without having to astrally perceive or project. The magician can also feel a negative background count based on mana ebbs and voids (p. 32) but is more sensitive to them: add +2 when determining the effect of background count. The magician cannot use this ability to sense astral forms, spells, mana barriers, spirits, or foci. Gamemasters may also give the character a chance to sense some unusual change nearby even if they are not actively using sensing; in this case, the gamemaster should make the Observe in Detail Perception Test in secret to not give anything away. This phenomenon includes noticing alchera (p. 29), mana storms, warps, or surges (p. 34).&lt;br /&gt;
&lt;br /&gt;
==Infusion==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
When focused, an adept can pull energy from the cosmos and channel it into one of his existing powers. For each level of initiate grade, the adept can add 0.5 PP to an adept power. The total levels of a power enhanced this way cannot exceed the adept’s Magic rating. The enhancement will last for (Magic) Combat Turns. Once the power boost ends, the adept immediately suffers Stun damage from this stretch of qi. The Damage Value equals four times the total power point cost of the enhanced power (not just the power point boost). In addition to this damage, the adept suffers a temporary loss of a number of power points equal to the power point boost for (Magic) minutes. The gamemaster selects what powers are affected, and the adept should not know a power is inaccessible until he tries to use it.&lt;br /&gt;
&lt;br /&gt;
==Qi Sculpt==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;ACTIVATION COST: COMPLEX ACTION&lt;br /&gt;
;Prerequisite: Adept Centering&lt;br /&gt;
An adept at peace with herself can adjust her qi like wet clay. Qi sculpt allows the adept to remove qi from one power and temporarily add it to another power in which they already have invested power points. For each level of initiate grade, the adept can shift 0.25 PP of one adept power to another power. The enhanced power cannot have more levels than the adept’s Magic rating. This shift of power lasts for (Magic) minutes. Once the shift ends, the adept suffers Stun damage with a Damage Value equal to the four times the power point boost. &lt;br /&gt;
&lt;br /&gt;
==Air Walking==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Light Body&lt;br /&gt;
The adept can briefly step on air as he would a stone. Add the adept’s initiate grade when calculating the maximum jumping distance (p. 134, SR5). &lt;br /&gt;
&lt;br /&gt;
==Supernatural Prowess==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
For any physical action, the adept can substitute a physical attribute for Magic + initiate grade for that test. If done during combat, the substitution affects all physical actions associated to that attribute within a Combat Turn. This metamagic cannot be combined with Attribute Boost. This can be done 1 + initiate grade times per day. Dice pools and Physical limits temporarily change with this action.&lt;br /&gt;
&lt;br /&gt;
==Pied Piper==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The adept’s mastery of the artistic skill becomes anincredible work. His performance of the skill not onlymesmerizes the audience, it attracts them. Those whosee or hear the performance enter a mild trance. Theadept can target a person or a group of people to donothing else but experience the performance. The adeptmust have line of sight to the target(s). The adeptmakes an Opposed Test pitting Performance + Charisma[Magic] against Willpower + Charisma. If multipleindividuals are targeted, use the largest dice poolamong the defenders and add +1 die per additionaltarget (maximum +5). If the test is successful, the target(s) follow the adept as he performs for (Charisma x10) minutes. Subjects entranced this way can still havethe trance interrupted by significant distractions, suchas loud noises or a hard shove.&lt;br /&gt;
&lt;br /&gt;
==Skin Artist==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Melanin Control&lt;br /&gt;
With this enhancement, an artist’s body is her own canvas. The adept possesses even finer control over her skin pigmentation, including formation of more colors (black, red, and blue) from her body. The adept can create a variety of tattoo markings anywhere on her body or change her whole skin tone to an unnatural hue. &lt;br /&gt;
&lt;br /&gt;
==Hot Qi==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Living Focus&lt;br /&gt;
As the adept burns out, he normally becomes unable to use some foci because his Magic rating is too low. With the hot qi technique, the adept can still use a qi focus, but he takes unresisted Stun damage equal to the difference between the focus’s Force and his Magic rating. If the Force of the focus exceeds twice the adept’s Magic rating, the damage is Physical. The focus’s Force cannot exceed 12.&lt;br /&gt;
&lt;br /&gt;
==Shadow Touch==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Traceless Walk&lt;br /&gt;
Adepts following the Invisible Way can learn to avoid leaving fingerprints on items they touch. This ability can also be used to avoid triggering alchemical preparations that use a contact trigger. The latter ability requires a successful Opposed Test between the adept’s Magic rating and the current Potency of the preparation.&lt;br /&gt;
&lt;br /&gt;
==Stillness Of The Void==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
An adept who meditates can steel his mind against Detection spells and ritual magic and become as nothing. To enter this state, the adept must remain still and concentrate only on managing his breathing for five minutes; he also cannot speak, gesture, or move. Performing any action, such as being moved or taking any damage, will break the adept’s concentration, and he will have to start again. While resisting Detection spells, add 1 + initiate grade to the Opposed test. Items in the adept’s possession are also resisted by the adept in this manner to prevent detection (e.g., a Detect Guns spell). Astrally tracking the adept also becomes difficult, adding 1 + initiate grade to the threshold of the Assensing Test for astral tracking (p. 315, SR5). The adept can stay in this mental state for eight hours.&lt;br /&gt;
&lt;br /&gt;
==Digital Celerity==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nimble Fingers&lt;br /&gt;
This power allows the adept greater control in the palming or pickpocketing of an object and preventing anyone from noticing the act. This is true sleight of hand that mundane magicians attempt to attain. It imposes an additional –1 Perception modifier per initiate grade to anyone observing or being targeted by the adept.&lt;br /&gt;
&lt;br /&gt;
==Master Of The Nine Chakras==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Nerve Strike&lt;br /&gt;
The adept has a better understanding of how magic flows with a person’s vital energy. With this power, the adept can strike specific spots of energy concentration, causing a disruption of this flow and temporarily reducing the target’s Magic attribute. Refer to Nerve Strike (p. 173), but the attack reduces Magic instead. Magic lost this way has an effect similar to a background count, as the target accumulates dice pool penalties for casting spells or using Magical skills. If the subject’s Magic is reduced to 0, the target cannot use any magically related skill or adept power until the attribute recovers.&lt;br /&gt;
&lt;br /&gt;
==Domain Of The Spiritual==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The background caused by domains of religious significance, such as churches, cemeteries, and so forth, doesn’t affect those on this path as much as other adepts. Reduce background count penalties by 1 + initiate grade if the background count is aspected toward a religion or spiritual significance.&lt;br /&gt;
&lt;br /&gt;
==Fae-touched==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path gain a hauntingly beautiful appearance. An adept may pit his Magic + Intuition + initiate grade against the target’s Willpower + Intuition in an Opposed Test. If the opponent fails, then the target believes in an idealized mana-based illusion of the adept. The adept can then substitute Magic + initiate grade for Charisma for all Charisma tests against those who believe the illusion. If the Opposed Test was successful, the illusion lasts twenty-four hours. This can be done 1 + initiate grade times a day. Drain from each attempt equals the target’s hits in resisting the attempt (minimum 2).&lt;br /&gt;
&lt;br /&gt;
==Silver-tongued Devil==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Commanding Voice&lt;br /&gt;
An adept of the Speaker’s Way can create a longer-lasting impression on subjects when using Commanding Voice (p. 170). If the adept wins the Opposed Test, the target continues to carry out the action for one minute before realizing what they’re doing. The Silver-Tongued Devil’s verboseness makes it unusable in combat situations. This power comes at a price of mental stress. When using the power, the adept suffers Stun damage equal to the hits (not net hits) from the target’s Opposed Test. Damage is resisted by Body + Willpower.&lt;br /&gt;
&lt;br /&gt;
==Presence==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
The presence of a follower of the Speaker’s Way is very palpable, sometimes even visible, when the adept speaks. An adept with this metamagic can add her initiate grade in dice to all tests for one social skill, which is chosen when the metamagic is selected. The metamagic cannot be selected multiple times. The bonus also only applies when the adept is using her skill on others, not when she is resisting social skills of others.&lt;br /&gt;
&lt;br /&gt;
==Barrage==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite:Missile Mastery&lt;br /&gt;
A single improvised weapon in the hands of an adept is deadly; a handful is even worse. An adept mastering the Barrage technique can loose a handful of readied, improvised throwing weapons at a target(s). When making the throwing weapon attack, the adept can use the rules for narrow or medium spreads (p. 180, SR5). The adept must have either two or more throwing weapons or a gamemaster-approved handful of improvised weapons readied to use this technique. &lt;br /&gt;
&lt;br /&gt;
==Domain Of The Warrior==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
Those on this path are not as affected by the background taint of violence and war as other adepts. Reduce background count penalties by 1+ initiate grade if the background is aspected to violence and war.&lt;br /&gt;
&lt;br /&gt;
==Master Of Taijiquan==&lt;br /&gt;
;Source:SR5:SG&lt;br /&gt;
;Prerequisite: Counterstrike&lt;br /&gt;
While people around the world practice taijiquan—a.k.a. t’ai chi—for its defense-training and health benefits, an adept mastering taijiquan flows like a river in combat, especially with multiple melee combatants. He uses the various attackers’ strengths to maneuver their strikes against each other. When the adept successfully blocks a melee attack from one attacker with Counterstrike, he may choose instead to redirect that attack against a second attacker. The second attacker would have to defend against the first attack with the number of hits equal to the adept’s Counterstrike test. The base Damage Value is equal to the melee attack from the first attacker. This mastery of kinetic energy only works in combat against multiple melee opponents. You can’t make an attacker hit himself, though you can taunt him with the promise to do so. &lt;br /&gt;
&lt;br /&gt;
==Paradigm shift==&lt;br /&gt;
;Source:SR5:FA&lt;br /&gt;
Perhaps the single most interesting technique yet discovered, paradigm shift allows a magician to set aside their old tradition and choose a new one. Once chosen, this new tradition defnes their use of magic, and they lose all access to their old tradition. When the magician initiates again, they may choose paradigm shift as the new metamagic if they wish to change again.&lt;br /&gt;
&lt;br /&gt;
=Toxic Metamagic=&lt;br /&gt;
==Corruption==&lt;br /&gt;
Corruption is a metamagic technique that allows a magician to twist a spirit into a toxic version of itself. This is done by making a standard Banishing Test (p. 301, SR5). The toxic magician may add his initiate grade as a dice pool bonus to the test. If the toxic magician succeeds in a Summoning Test after reducing the spirit’s services to 0, the spirit immediately turns into a toxic version of itself (see Toxic Spirits, p. 87).&lt;br /&gt;
&lt;br /&gt;
==Taint==&lt;br /&gt;
Taint is a metamagic technique that increases the background count of an area. It uses all the same rules as Cleansing metamagic (see Cleansing, p. 122), with the sole exception of increasing the background count instead of decreasing it. In all other ways it follows the rules for Cleansing.&lt;br /&gt;
&lt;br /&gt;
=Blood Metamagic=&lt;br /&gt;
==Sacrifice==&lt;br /&gt;
Sacrifice is the metamagic technique that defines a magician as following the path of Blood. In essence, it is the ability to draw magical power from the act of inflicting harm on another living being, with sentient beings generating the most amount of power. Blood magic in all its forms is universally derided by other practitioners of magic. Sacrifice is an exclusive metamagic technique that can only be learned from another magician of the same tradition who already knows it, or from a spirit that knows it. It can never be self-taught.In order to use Sacrifice, the magician must inflict Physical damage on another living thing, using a melee weapon that draws blood. The drawing of living blood is the powerful symbol that generates raw magical power referred to as Blood Magic Points. To do this the magician makes a standard melee attack using the weapon. If the target is able to defend themselves they may do so, but if they cannot resist (due to being restrained, for example) then the attack is unopposed. Additionally, if the victim is restrained and unable to defend themselves, the magician receives a +4 dice pool bonus on their attack.While any living creature can be used, the magic is more powerful when harm is inflicted on sapient creatures, especially the unwilling. If damage is inflicted on a living creature without the Sapience power or the victim is willing (such as the magician themselves), then every 3 boxes of Physical damage inflicted generates one Blood Magic Point. If damage is inflicted on a Sapient critter or unwilling metahuman victim, then every 1 box of Physical damage generates one Blood Magic Point. Spirits can never be used as victims, even if they possess a living body.&lt;br /&gt;
&lt;br /&gt;
If not used, Blood Magic Points are lost after the following Combat Turn. Blood Magic Points generated by the act of Sacrifice can then be used in any of the following ways, in any combination:&lt;br /&gt;
*Increase the Force of a spell being cast by one per Point; this can exceed twice the caster’s Magic Rating.&lt;br /&gt;
*Increase the caster’s Magic Rating for the purposes of determining if the spell’s drain is Physical or Stun, by one per Point.&lt;br /&gt;
*Reduce the amount of Drain the spell inflicts by one per Point, to a minimum of 0.&lt;br /&gt;
*Store any number of Points in an athame focus (see Athame, p. 90).&lt;br /&gt;
*Summon a Blood Spirit (see Blood Spirits, p. 91).&lt;br /&gt;
&lt;br /&gt;
==Cannibalize==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Adepts and mystic adepts who follow the path of blood may learn a unique metamagic technique related to Sacrifice. When using Cannibalize, the adept draws blood from a victim and then consumes it to gain a measure of power. In game terms, the adept inflicts physical damage on a willing or unwilling victim exactly as per the Sacrifice metamagic to generate Blood Magic Points. The adept can then increase a physical attribute by 1 for every 3 Blood Magic Points they spend, up to the individual’s augmented maximum in that attribute. The same or different attributes may be increased in any combination with one Simple Action. This increase lasts (Magic x initiate grade) Combat Turns, but if the adept immediately spends Karma equal to the total number of attribute points increased, the duration is increased to (Magic x initiate grade) days.&lt;br /&gt;
&lt;br /&gt;
==Power Bleed==&lt;br /&gt;
(ADEPTS ONLY)&lt;br /&gt;
&lt;br /&gt;
Prerequisite: Cannibalize&lt;br /&gt;
&lt;br /&gt;
Power Bleed is an advanced metamagic technique that builds upon the Cannibalize power. Power Bleed functions the same as Cannibalize, except that instead of generating 3 Blood Magic Points, the adept can siphon one critter or adept power possessed by the victim (if they have one), and may then use this power as if it were their own. The effect lasts for (Magic x initiate grade) Combat Turns, but the adept may immediately spend 3 Karma to extend the duration to (Magic x initiate grade) days.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2806</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2806"/>
		<updated>2017-09-06T09:03:20Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;br /&gt;
&lt;br /&gt;
==Catch==&lt;br /&gt;
{{SR5:Spell Template|Name=Catch&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=I|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This is something like Fling, but in the other direction. This spell allows you to quickly yank one individual unattended object (up to Force in kilos) into your hand. The maximum range is your Magic in meters. It is exceptionally useful for retrieving a dropped gun or a thrown weapon. Or winning the egg toss.&lt;br /&gt;
&lt;br /&gt;
==Conceal Scent==&lt;br /&gt;
{{SR5:Spell Template|Name=CONCEAL SCENT&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell removes scent traces from an object and is a favorite of smugglers looking to fool man’s best friend or individuals trying to slip explosives past security checkpoints. Any scent-based Perception Tests take a dice pool penalty equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Snakeblood==&lt;br /&gt;
{{SR5:Spell Template|Name=SNAKEBLOOD&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell coats your body with a bubble of cool air, concealing your body heat from detection by thermographic vision or sensors. Heat-based Perception Tests suffer a negative dice pool modifer equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Recharge Potency==&lt;br /&gt;
{{SR5:Spell Template|Name=RECHARGE POTENCY&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=P|Drain=F + 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell allows a mage to recharge an alchemical preparation whose Potency is waning. Make a Spellcasting + Magic [Force] opposed by the Force at which the alchemical preparation was created. Each net hit is restores a point of Potency to the preparation, up to the original Potency – 1. This spell cannot be cast on any preparation more than once.&lt;br /&gt;
&lt;br /&gt;
==Spellblades==&lt;br /&gt;
{{SR5:Spell Template|Name=MANABLADE&lt;br /&gt;
|Range=Special|Type=M&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBLADE&lt;br /&gt;
|Range=Special|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
Spellblades are a product of a failed line of research by MCT. Attempts to create a sustained damaging connection of energy failed to yield the desired results, but they resulted in a maintained extension of a spell, based on the formulas for Manabolt and Powerbolt. These spells could yield a field of energy roughly the same space as a sword, maintained for as long as the caster could concentrate. The formula was altered to allow the caster to “hold” onto the spell at a point analogous to a grip, though the “blade” portion of the spell remained dangerous. It was found that these blades could parry one another and could cause repeated damage, strike after strike. As this did not meet the requirements for the project, it was abandoned, and the formulas sold through backchannels to recoup losses. One formula fell into the hands of wizgangs, where they quickly gained popularity for their showiness and the skill needed to maintain and wield one. Duels and motorcycle jousts with blazing energy have become the new fad among these Awakened youths. Shadowrunners and assassins with a talent for swordplay may appreciate the blades for their additional damage potential, as well as the ability to summon a blade anywhere without trying to smuggle it into a secure location. &lt;br /&gt;
&lt;br /&gt;
A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor. A Manablade works like a Manabolt or Manaball, bypassing armor and capable of affecting spirits, but unable to parry physical attacks or damage objects. Note that weapon foci are able to parry Spellblades of either type due to their magically active nature. Spellblades can only be used by the person who casts them; they cannot be cast for anyone else to use. The range of the spell, then, is limited to the caster, though the spell can affect anything it touches once cast. &lt;br /&gt;
&lt;br /&gt;
The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the melee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2805</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2805"/>
		<updated>2017-09-06T09:00:47Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;br /&gt;
&lt;br /&gt;
==Catch==&lt;br /&gt;
{{SR5:Spell Template|Name=Catch&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=I|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This is something like Fling, but in the other direction. This spell allows you to quickly yank one individual unattended object (up to Force in kilos) into your hand. The maximum range is your Magic in meters. It is exceptionally useful for retrieving a dropped gun or a thrown weapon. Or winning the egg toss.&lt;br /&gt;
&lt;br /&gt;
==Conceal Scent==&lt;br /&gt;
{{SR5:Spell Template|Name=CONCEAL SCENT&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell removes scent traces from an object and is a favorite of smugglers looking to fool man’s best friend or individuals trying to slip explosives past security checkpoints. Any scent-based Perception Tests take a dice pool penalty equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Snakeblood==&lt;br /&gt;
{{SR5:Spell Template|Name=SNAKEBLOOD&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell coats your body with a bubble of cool air, concealing your body heat from detection by thermographic vision or sensors. Heat-based Perception Tests suffer a negative dice pool modifer equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Recharge Potency==&lt;br /&gt;
{{SR5:Spell Template|Name=RECHARGE POTENCY&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=P|Drain=F + 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell allows a mage to recharge an alchemical preparation whose Potency is waning. Make a Spellcasting + Magic [Force] opposed by the Force at which the alchemical preparation was created. Each net hit is restores a point of Potency to the preparation, up to the original Potency – 1. This spell cannot be cast on any preparation more than once.&lt;br /&gt;
&lt;br /&gt;
==Spellblades==&lt;br /&gt;
{{SR5:Spell Template|Name=MANABLADE&lt;br /&gt;
|Range=Special|Type=M&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBLADE&lt;br /&gt;
|Range=Special|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
Spellblades are a product of a failed line of research by MCT. Attempts to create a sustained damaging connection of energy failed to yield the desired results, but they resulted in a maintained extension of a spell, based on the formulas for Manabolt and Powerbolt. These spells could yield a feld of energy roughly the same space as a sword, maintained for as long as the caster could concentrate. The formula was altered to allow the caster to “hold” onto the spell at a point analogous to a grip, though the “blade” portion of the spell remained dangerous. It was found that these blades could parry one another and could cause repeated damage, strike after strike. As this did not meet the requirements for the project, it was abandoned, and the formulas sold through backchannels to recoup losses. One formula fell into the hands of wizgangs, where they quickly gained popularity for their showiness and the skill needed to maintain and wield one. Duels and motorcycle jousts with blazing energy have become the new fad among these Awakened youths. Shadowrunners and assassins with a talent for swordplay may appreciate the blades for their additional damage potential, as well as the ability to summon a blade anywhere without trying to smuggle it into a secure location. &lt;br /&gt;
&lt;br /&gt;
A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor. A Manablade works like a Manabolt or Manaball, bypassing armor and capable of affecting spirits, but unable to parry physical attacks or damage objects. Note that weapon foci are able to parry Spellblades of either type due to their magically active nature. Spellblades can only be used by the person who casts them; they cannot be cast for anyone else to use. The range of the spell, then, is limited to the caster, though the spell can affect anything it touches once cast. &lt;br /&gt;
&lt;br /&gt;
The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the melee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2804</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2804"/>
		<updated>2017-09-06T08:58:27Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;br /&gt;
&lt;br /&gt;
==Catch==&lt;br /&gt;
{{SR5:Spell Template|Name=Catch&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=I|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This is something like Fling, but in the other direction. This spell allows you to quickly yank one individual unattended object (up to Force in kilos) into your hand. The maximum range is your Magic in meters. It is exceptionally useful for retrieving a dropped gun or a thrown weapon. Or winning the egg toss.&lt;br /&gt;
&lt;br /&gt;
==Conceal Scent==&lt;br /&gt;
{{SR5:Spell Template|Name=CONCEAL SCENT&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell removes scent traces from an object and is a favorite of smugglers looking to fool man’s best friend or individuals trying to slip explosives past security checkpoints. Any scent-based Perception Tests take a dice pool penalty equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Snakeblood==&lt;br /&gt;
{{SR5:Spell Template|Name=SNAKEBLOOD&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell coats your body with a bubble of cool air, concealing your body heat from detection by thermographic vision or sensors. Heat-based Perception Tests suffer a negative dice pool modifer equal to the hits scored on this spell.&lt;br /&gt;
&lt;br /&gt;
==Recharge Potency==&lt;br /&gt;
{{SR5:Spell Template|Name=RECHARGE POTENCY&lt;br /&gt;
|Effects=(MANIPULATION)&lt;br /&gt;
|Range=T|Type=M&lt;br /&gt;
|Duration=P|Drain=F + 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
This spell allows a mage to recharge an alchemical preparation whose Potency is waning. Make a Spellcasting + Magic [Force] opposed by the Force at which the alchemical preparation was created. Each net hit is restores a point of Potency to the preparation, up to the original Potency – 1. This spell cannot be cast on any preparation more than once.&lt;br /&gt;
&lt;br /&gt;
==Spellblades==&lt;br /&gt;
{{SR5:Spell Template|Name=MANABLADE&lt;br /&gt;
|Range=Special|Type=M&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBLADE&lt;br /&gt;
|Range=Special|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
Spellblades are a product of a failed line of research by MCT. Attempts to create a sustained damaging connection of energy failed to yield the desired results, but they resulted in a maintained extension of a spell, based on the formulas for Manabolt and Powerbolt. These spells could yield a feld of energy roughly the same space as a sword, maintained for as long as the caster could concentrate. The formula was altered to allow the caster to “hold” onto the spell at a point analogous to a grip, though the “blade” portion of the spell remained dangerous. It was found that these blades could parry one another and could cause repeated damage, strike after strike. As this did not meet the requirements for the project, it was abandoned, and the formulas sold through backchannels to recoup losses. One formula fell into the hands of wizgangs, where they quickly gained popularity for their showiness and the skill needed to maintain and wield one. Duels and motorcycle jousts with blazing energy have become the new fad among these Awakened youths. Shadowrunners and assassins with a talent for swordplay may appreciate the blades for their additional damage potential, as well as the ability to summon a blade anywhere without trying to smuggle it into a secure location. A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor. A Manablade works like a Manabolt or Manaball, bypassing armor and capable of affecting spirits, but unable to parry physical attacks or damage objects. Note that weapon foci are able to parry Spellblades of either type due to their magically active nature. Spellblades can only be used by the person who casts them; they cannot be cast for anyone else to use. The range of the spell, then, is limited to the caster, though the spell can affect anything it touches once cast. The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the melee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2803</id>
		<title>SR5:Spells:Manipulation</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spells:Manipulation&amp;diff=2803"/>
		<updated>2017-09-06T08:50:10Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
Manipulation spells control, animate, or transform matter and energy. There are a number of keywords for manipulation spells.&lt;br /&gt;
&lt;br /&gt;
;Damaging:Manipulation spells that cause damage have a Damage Value equal to their Force (unaltered by hits on the Spellcasting test) and 0 AP. The damage is resisted with Body + Armor.&lt;br /&gt;
;Mental:Targets resist these spells with Logic + Willpower. Keep track of your net hits, as they determine how long you can sustain the spell. While the spell is sustained, the target may take a Complex Action on their turn to resist by making a Logic + Willpower Test with a dice pool penalty equal to the spell’s Force; every hit the target gets reduces the caster’s net hits by 1. The one being controlled can take this action even if they wouldn’t get an action because of the spell. The spell ends when your net hits are reduced to zero.&lt;br /&gt;
:A victim of mental manipulation spell may roll to notice the magical effect according to the usual rules for Perceiving Magic (p. 280). Some of the less subtle mental spells (Control Actions) are pretty obvious, but more subtle spells (like Control Thoughts) can be pretty insidious.&lt;br /&gt;
;Environmental:These spells don’t really have a target, and they don’t really affect targets directly. They just affect an area.&lt;br /&gt;
;Physical:These spells affect physical forms and are usually defended against with a living target’s Body + Strength or an inanimate object’s Object Resistance dice pool.&lt;br /&gt;
&lt;br /&gt;
==Animate, Mass Animate==&lt;br /&gt;
{{SR5:Spell Template|Name=ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MASS ANIMATE &lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell causes inanimate objects to move. The object moves according to its structure (balls can roll, rugs may crawl, humanoid statues can walk, and so on). The spell imparts a limited flexibility, allowing solid objects such as statues to shamble a bit as if they had joints. You need to get net successes against the target’s Object Resistance (p. 295); larger items (over 200 kilograms) have their resistance increased by 2 for every full 200 kilos they weigh. Controlling the object takes only a Simple Action; objects can also be ordered to maintain their movement while you direct your attention elsewhere. You only have rough control over the object’s movement and can’t manipulate individual parts or components (finer control requires a spell like Magic Fingers, p. 294). The maximum movement rate for objects is (Force) meters per turn, subject to the gamemaster’s discretion. If the object is held by someone else, you need to win an Opposed Test using Force x 2 against the holder’s Strength + Body to break the object free. If it’s fastened, make this Force x 2 Success Test against an appropriate gamemaster-determined threshold.&lt;br /&gt;
&lt;br /&gt;
Animate affects a single non-living object; Mass Animate is an area spell that can get a number of objects moving at once (like a room full of brooms, for example).&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
{{SR5:Spell Template|Name=ARMOR &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).&lt;br /&gt;
&lt;br /&gt;
==Control Actions, Mob Control==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ACTIONS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Template|Name=MOB CONTROL&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S &lt;br /&gt;
|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You control the physical actions of your target like a puppeteer pulling strings. The victim’s consciousness is unaffected, but you control the victim’s body. Use your own skills when forcing your target to perform actions. It takes a Complex Action to make the target perform any action.&lt;br /&gt;
&lt;br /&gt;
Control Actions only affects a single target, Mob Control affects any living targets within the area of effect. Victims of Mob Control may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Control Thoughts, Mob Mind==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL THOUGHTS &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
{{SR5:Spell Template|Name=MOB MIND &lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The magician seizes control of the target’s mind, directing everything the target thinks. The magician mentally gives commands with a Standard Action, and the target is compelled to obey as if it were his own idea.&lt;br /&gt;
&lt;br /&gt;
Control Thoughts affects a single target, while Mob Mind affects any living targets within the area of effect. Victims of a Mob Mind may be manipulated individually (with separate actions) or issued the same command as a group (with a single action).&lt;br /&gt;
&lt;br /&gt;
==Fling==&lt;br /&gt;
{{SR5:Spell Template|Name=FLING &lt;br /&gt;
|Effects=(PHYSICAL, DAMAGING)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=I|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell psychokinetically hurls a single object of no more than (Force) kilograms at a designated target. Use your Spellcasting Test in place of a normal Ranged Combat Test for the purposes of the item hitting the target, and use your Magic instead of Strength for determining Damage Value and range. Use standard grenade ranges (see Range Table, p. 185)&lt;br /&gt;
&lt;br /&gt;
==Ice Sheet==&lt;br /&gt;
{{SR5:Spell Template|Name=ICE SHEET &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a slipper y sheet of ice over the area of ef fect. Characters crossing the ice must make an Agility + Reaction Test with a threshold equal to the hits you score to avoid falling prone. Vehicles must make an immediate Crash Test (p. 201). The sheet melts at a rate of 1 square meter per minute at room temperature (faster when it ’s hotter, slower when it ’s colder, or not at all if it ’s below freezing).&lt;br /&gt;
&lt;br /&gt;
==Ignite==&lt;br /&gt;
{{SR5:Spell Template|Name=IGNITE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Ignite spell accelerates molecular motion in the target, causing it to catch fire once the spell becomes permanent. Against non-living targets, the magician must succeed against the target ’s Object Resistance dice pool. Once the target ignites, it burns normally until it is consumed or extinguished.&lt;br /&gt;
&lt;br /&gt;
Against living targets, treat Ignite as a Spellcasting + Magic [Force] v. Body + Reaction Test. If successful, the spell wraps a living target in heat and flames, eventually setting the target on fire (Fire Damage p. 171).&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
{{SR5:Spell Template|Name=INFLUENCE &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.&lt;br /&gt;
&lt;br /&gt;
==Levitate==&lt;br /&gt;
{{SR5:Spell Template|Name=LEVITATE &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.&lt;br /&gt;
&lt;br /&gt;
If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.&lt;br /&gt;
&lt;br /&gt;
==Light==&lt;br /&gt;
{{SR5:Spell Template|Name=LIGHT &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Drain=F – |Duration=S &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a mobile point of light, illuminating a radius around it equal to the spell’s Force in meters. The spell cannot be used to blind a target, but it offsets darkness visibility modifiers. Each hit on the Spellcasting Test counters a –1 die penalty due to light conditions.&lt;br /&gt;
&lt;br /&gt;
==Magic Fingers==&lt;br /&gt;
{{SR5:Spell Template|Name=MAGIC FINGERS &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Magic Fingers creates a psychokinetic effect as a sort of invisible hand that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. You can use skills remotely with Magic Fingers, replacing your inherent limits with the spell’s Force. The spell has problems with fine control, so even simple actions such as picking up a coin may require a test (at the gamemaster’s discretion). You can fight, pick a lock, or perform any other action, using the magic fingers as if they were your real hands. The magic fingers can manipulate objects within your line of sight, but only objects within a meter or so of one another at any given moment (the “hands” can’t be farther away from each other than your arm span). This spell comes in very handy (no pun intended) for disarming bombs and handling other hazardous work from a safe distance.&lt;br /&gt;
&lt;br /&gt;
==Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Mana Barrier creates an invisible barrier of magical energy. It has a barrier rating equal to the net hits scored and follows the rules for mana barriers (p. 315). This barrier does not restrict living beings or physical objects, but it impedes spirits, foci, dual beings, and spells on the plane in which you cast it (physical or astral). If cast on the astral plane, it also impedes astral forms and reduces visibility.&lt;br /&gt;
&lt;br /&gt;
==Physical Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=PHYSICAL BARRIER &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This spell creates a glowing, translucent force field with 1 point of both Armor and Structure rating per hit. You can form the barrier as a dome with a radius and height equal to the spell’s normal radius. Alternately, you can use it to form a wall with a height equal to the spell’s Force and a length equal to its Force x 2.Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. The wall is translucent but shimmers, the equivalent of Light Fog (p. 175). The barrier does not impede spellcasting (other than visibility penalties), except for spells with physical components like indirect combat spells. The barrier can be brought down by physical attacks, but as long as you sustain it will regenerate all of its Structure Rating at the beginning of each Combat Turn. If the barrier is reduced to Structure Rating 0, it collapses and the spell ends.&lt;br /&gt;
&lt;br /&gt;
==Poltergeist==&lt;br /&gt;
{{SR5:Spell Template|Name=POLTERGEIST &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F - 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Poltergeist picks up all small objects (up to a kilogram in mass) within the spell’s area and whirls them around in random patterns. This creates the equivalent visibility penalty of Light Fog (p. 175). The spell inflicts 2 boxes of Stun damage (resisted with Body + Armor) to anyone in the area each Combat Turn, whacking them with flying debris. Poltergeist may do more damage in cluttered environments, or inflict Physical damage if the gamemaster feels the debris is sufficiently dangerous (broken glass and nails, for example). If there is no debris lying around, this spell doesn’t do much more than make a spooky noise.&lt;br /&gt;
&lt;br /&gt;
==Shadow==&lt;br /&gt;
{{SR5:Spell Template|Name=SHADOW &lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Shadow creates a globe of darkness with a radius equal to the spell’s Force in meters. For every two hits, increase the light penalty (p. 175) by one catagory—2 hits for Partial Light, 4 hits for Dim Light, and 6 hits for Total Darkness. This spell doesn’t cause more than Total Darkness.&lt;br /&gt;
&lt;br /&gt;
==Bind, Net Bind, Mana Bind, Mana Net==&lt;br /&gt;
{{SR5:Spell Template|Name=BIND&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=NET BIND&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA BIND&lt;br /&gt;
|Effects=(MANA)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=MANA NET&lt;br /&gt;
|Effects=(MANA, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is used by the spellcaster to bind a target with invisible bands of magical energy that impede movement. Every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, the target is bound and unable to move his limbs. While bound by the spell, the target may attempt to crawl or hop short distances (at one-quarter their normal movement rate). Bound targets may still defend and dodge against attacks, but they suffer a dice-pool modifier equal to the caster’s net hits. A bound target may attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Bind works on single targets, while Net Bind is an area spell. These spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion. &lt;br /&gt;
&lt;br /&gt;
Mana Bind and Mana Net work against astral or dual-natured entities, and the Opposed Test to break free is Willpower + Charisma vs. spell’s Force x 2.&lt;br /&gt;
&lt;br /&gt;
Mana Bind only works on a single living or magical target, while Mana Net is an area spell that works against living/magical targets.&lt;br /&gt;
&lt;br /&gt;
==Bug Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=BUG ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Bug Zapper is a modified version of the Mana Barrier spell (p. 294, SR5) designed to work against insect spirits and insect spirit powers. After the fall of Chicago, this spell started to become quite popular as the “Bug Menace” grew in importance. When cast on the physical plane, Spirit Zapper impedes materialized spirits, creating a mana-based object that “zaps” any insect spirits that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Bug Zapper functions the same as Mana Barrier. Note that this spell does not damage any other types of spirits or astral forms.&lt;br /&gt;
&lt;br /&gt;
==Calm Animal, Calm Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CALM ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CALM PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Type=M|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Calm Animal allows a spellcaster to calm any non-sapient creature (normal or paranormal), making it non-aggressive while the spell is sustained. Calm Animal affects a single creature, while Calm Pack is an area spell. Affected animals still defend themselves if attacked.&lt;br /&gt;
&lt;br /&gt;
==Catfall==&lt;br /&gt;
{{SR5:Spell Template|Name=CATFALL &lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A spellcaster may utilize Catfall to slow a target’s fall to help him land safely without suffering falling damage (p. 172, SR5). Gamemasters can determine the maximum distance (in meters) the target may fall without danger of injury by multiplying the spellcaster’s hits by the spell’s Force. If the target falls a greater distance, subtract the maximum distance of the spell before calculating damage.&lt;br /&gt;
&lt;br /&gt;
==Clean Element==&lt;br /&gt;
{{SR5:Spell Template|Name=CLEAN [ELEMENT]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Clean [Element] is an area spell that clears all impurities out of the volume of a particular element within range. Each element requires a different spell (Clean Air, Clean Water, etc.). For example, Clean Air could be used to cleanse a room of toxic fumes, or Clean Water could purify a drinking supply. The caster’s hits determine how thoroughly the element is cleaned; slightly muddy water would require only 1 hit to clean, while contaminated runoff water could require four hits to make it drinkable. The amount of an element cleaned equals the caster’s Magic Rating x 10 in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Compel Truth==&lt;br /&gt;
{{SR5:Spell Template|Name=COMPEL TRUTH&lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=Special|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Compel Truth is a spell that forces the target to speak only the truth as she knows it. The target can say something he or she believes to be true, even if it is not. The subject may choose not to speak or to withhold information but cannot directly lie. Some jurisdictions (like the UCAS) consider the use of this spell by law enforcement authorities to be a violation of a suspect’s right against self-incrimination. Others have been known to use this spell (among others) to get to the truth in legal cases. The spell lasts for a number of minutes equal to the hits on the Spellcasting Test.&lt;br /&gt;
&lt;br /&gt;
==Control Animal, Control Pack==&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL ANIMAL &lt;br /&gt;
|Effects=(MENTAL)&lt;br /&gt;
|Type=M|Range=LOS &lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=CONTROL PACK&lt;br /&gt;
|Effects=(MENTAL, AREA)&lt;br /&gt;
|Range=LOS|Type=M&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys. &lt;br /&gt;
&lt;br /&gt;
Control Animal affects a single creature; Control Pack is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Deflection==&lt;br /&gt;
{{SR5:Spell Template|Name=DEFLECTION&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Deflection grants the spellcaster the ability to cast a spell of protection over a willing target. Every hit scored grants the target a +1 dice pool modifier for defending against ranged physical attacks. The effects of this spell are subtle enough to be discounted as a missed shot or poor aim (at least at first).&lt;br /&gt;
&lt;br /&gt;
==Element Aura==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] AURA&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Aura  creates a rippling aura of elemental energies around a willing subject’s body, granting her some of the properties of said element. Each element requires a different spell such as Flame Aura, Electrical Aura, Cold Aura, and so on. Said auras increase the Damage Value of any melee attacks by the caster’s hits depending upon the nature of the element. Attacks are also treated as '''[[SR5:Combat Rules:Elemental Damage#Cold Damage|Cold]]''', '''[[SR5:Combat Rules:Elemental Damage#Electricity Damage|Electricity]]''', '''[[SR5:Combat Rules:Elemental Damage#Fire Damage|Fire]]''', or some other '''[[SR5:Combat Rules:Elemental Damage|Elemental Damage]]''', and have the armor penetration appropriate to each attack. Any successful physical melee attack against the subject also means that the attacker must resist similar damage from the aura.&lt;br /&gt;
&lt;br /&gt;
==Element Wall==&lt;br /&gt;
{{SR5:Spell Template|Name=[ELEMENT] WALL&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F + 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
[Element] Wall allows the spellcaster to create a wall composed of the specified element named in the spell. Each element requires a different spell, such as Fire Wall, Ice Wall, Smoke Wall, and so on. The elemental wall may have a height and length up to the spell’s Force in meters. Alternatively, the caster may craft a dome with a radius and height equal to half the Force in meters.  The width of the wall can be up to one meter. The caster may adjust this size if he has the Spll Shaping metamagic (p. 326, SR5). &lt;br /&gt;
&lt;br /&gt;
Anyone coming into contact with the wall suffers special damage as appropriate to the element (p. 170, SR5), with a Damage Value equal to the spell’s Force. Note that some elemental walls (fire, smoke, etc.) are not solid and do not block attacks, though they may inflict Visibility modifiers as determined by the gamemaster. Solid walls (earth, ice, etc.) have an Armor and Structure rating equal to the caster’s Spellcasting hits.&lt;br /&gt;
&lt;br /&gt;
==Fashion==&lt;br /&gt;
{{SR5:Spell Template|Name=FASHION&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=T(A)&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}} &lt;br /&gt;
This spell instantly tailors clothing, transforming garments into any fashion the caster wishes. The net hits over the clothing’s object resistance (defense pool for the clothing can be between 6 and 9, depending on the complexity of the material and whether it interweaves electronics into the threads) measure the degree of style in the tailoring. The spell cannot change clothing’s protective value, only its cut, color, pattern, and fit. The weight of the clothing does not change, and it must cover approximately the same amount of area (for example, a jumpsuit can’t be converted into a bikini). The caster must touch the clothing.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+FASHION HITS TABLE&lt;br /&gt;
!NET HITS!!RESULT&lt;br /&gt;
|-&lt;br /&gt;
|1||The tint of the color can change (e.g., dark blue to light blue, but not blue to green); minor adjustments such as mending bullet holes can also be performed&lt;br /&gt;
|-&lt;br /&gt;
|2||Adjustments to the fit of the clothing can be made, but nothing drastic about the nature of the clothes (for example, pants are still pants). Color can change slightly (e.g., blue to green or purple, but not red).&lt;br /&gt;
|-&lt;br /&gt;
|3||Full spectrum of color can be manipulated. Simple geometric patterns and designs can be added, but nothing as elaborate as corporate logos or name tags. Modifications such as the addition or removal of pockets or pants to a skirt can be done. Repairs and cleaning of the clothing can also be performed.&lt;br /&gt;
|-&lt;br /&gt;
|4+||Clothing can be changed with enough specificity to mimic a uniform, provided enough material is available. Color changes can help mimic missing accessories such as buttons, labels, badges, ribbons, etc. These changes, however, are only convincing at a distance if the physical accessories are not present. The closer a target gets to the subject, the more likely they will notice the actual accessories are missing (a gamemaster would call for a Perception Test to see if the per- son notices). Patterns and designs on clothing can be as intricate as the magician desires.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Fix==&lt;br /&gt;
{{SR5:Spell Template|Name=FIX&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Most spellcasters have devoted their efforts towards learning spells rather than mechanics. This can leave a magician in a bad situation when there is a need for an emergency repair during a run. Fix allows the spellcaster to repair damage to non-living materials, including drones and vehicles. The caster must first touch the object and then achieve enough hits to beat the item’s Object Resistance threshold (p. 295, SR5). &lt;br /&gt;
&lt;br /&gt;
Fix can repair any item with a weight equal to the Force x the spellcaster’s hits in kilograms or less. This spell can only repair broken items when all the pieces are present. The weight limit applies to the damaged part, not necessarily the entire vehicle. For example, if you have a busted wheel, you would count that weight not the weight of the entire vehicle. Each hit scored repairs 1 point of Structure rating or 1 box of damage.  An object may only be affected by Fix once and thereafter may not be repaired again by this spell.&lt;br /&gt;
&lt;br /&gt;
==Gecko Crawl==&lt;br /&gt;
{{SR5:Spell Template|Name=GECKO CRAWL&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Gecko Crawl spell allows the caster to grant a willing subject the ability to walk along vertical or overhead surfaces at a movement rate equal to Force x hits in meters per turn. Although the subject has amazing climbing abilities for the duration of the spell, he is still affected by gravity and will fall if his hands or feet are physically separated from the surface. The gamemaster may elect to require Climbing Tests in order for the subject to climb especially slick surfaces.&lt;br /&gt;
&lt;br /&gt;
==Glue, Glue Strip==&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=GLUE STRIP&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Glue allows the spellcaster to bond a target to any one surface to which it is currently in contact. The target must be touching the surface at the time of the spellcasting. The caster must beat the surface’s Object Resistance Test (p. 295, SR5) in order to create the mystical bond. Pulling the two surfaces apart requires an Opposed Test between the spell’s Force x 2 and the separator’s Strength + Body. If a target or surface has a Body or Structure rating lower than the spell’s Force, the skin/surface will be torn apart in the process of being separated (suffering Physial damage equal to the difference). &lt;br /&gt;
&lt;br /&gt;
Glue affects a single target, Glue Strip is an area spell.&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Noise==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Type=P|Range=LOS(A)&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE NOISE&lt;br /&gt;
|Effects=(ENVIRONMENTAL)&lt;br /&gt;
|Range=LOS(A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Noise is the static on the wireless Matrix that saps your signal and slows down your access (p. 230, SR5). Spellcasters can leverage this set of spells to artificially increase or decrease the noise within the range of the spell. The spellcaster is not immune to her alternations of the noise and may indeed be hoisted on her own petard should she attempt to use the Matrix after she has increased the noise. &lt;br /&gt;
&lt;br /&gt;
The spellcaster must achieve enough hits to beat thresholds as follows: public grid (2), local grid (4), global grid (6). Each net hit achieved increases or reduces the noise of the Matrix by 1 within the boundaries of the spell. For more information about the effects of noise and the Matrix, refer to the chart on p. 231, SR5. &lt;br /&gt;
&lt;br /&gt;
Unusual changes in the noise of a specific area may attract undue attention and increase the Overwatch Score (p. 231, SR5). For every net hit on the Spellcasting Test above 4, increase all Overwatch Scores of hackers in the affected area by 1D6 per minute&lt;br /&gt;
&lt;br /&gt;
==Increase/Decrease Gear Limits==&lt;br /&gt;
{{SR5:Spell Template|Name=INCREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=DECREASE GEAR LIMITS&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Quality gear isn’t always easy to come by in a tight spot. Sometimes a runner has to make do with what she can scrounge. This set of spells allows a spellcaster to temporarily upgrade or downgrade targeted gear by increasing a single limitation category, such as Accuracy (p. 417, SR5). Wily spellcasters secretly use Decrease Gear Limits to sabotage rivals and enemies without them ever suspecting the true the instrument of their downfall.&lt;br /&gt;
&lt;br /&gt;
The caster must first touch the object, select a single limit to affect, and then achieve enough hits to beat the item’s Object Resistance Test (p. 295, SR5). Only one limit may be altered at a time for any particular piece of gear. Each net hit achieved increases or reduces the target’s selected inherent limit by 1, to a minimum of 1. Increase Gear Limits increases the limit of a subject while Decrease Gear Limits decreases the limits of a target.&lt;br /&gt;
&lt;br /&gt;
==Interference==&lt;br /&gt;
{{SR5:Spell Template|Name=INTERFERENCE&lt;br /&gt;
|Effects=(PHYSICAL, AREA) &lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Interference floods the airwaves with electromagnetic jamming signals to block out wireless and radio communications. Each net hit from the caster increases the Noise by one just like a jammer (p. 441, SR5). Sadly, the spellcaster’s personal equipment is not immune to this spell.&lt;br /&gt;
&lt;br /&gt;
==Lock==&lt;br /&gt;
{{SR5:Spell Template|Name=LOCK&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Lock allows the spellcaster to telekinetically hold a door (or portal, hatch, closure, or similar blockage) closed with a Strength equal to the Force. The caster must beat the item’s Object Resistance Test (p. 295, SR5) to hold the blockade into place. Opening the portal requires an Opposed Test between Strength and the spell’s Force.&lt;br /&gt;
&lt;br /&gt;
==Mana Static==&lt;br /&gt;
{{SR5:Spell Template|Name=MANA STATIC&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=P|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mana Static allows the spellcaster to create a background count that impedes magical activities. For every hit scored by the caster, the background count is increased by 1. Once the spell is made permanent, the background count from this spell recedes at a rate of 1 point per hour. Mana Static affects everyone in the affected area, including the caster.&lt;br /&gt;
&lt;br /&gt;
==Makeover==&lt;br /&gt;
{{SR5:Spell Template|Name=MAKEOVER&lt;br /&gt;
|Effects=(PHYSICAL) &lt;br /&gt;
|Range=T|Type=P&lt;br /&gt;
|Duration=P|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Makeover allows the spellcaster to grant a “makeover” to voluntary subject that mystically alters cosmetics, hair color and style, and nails. These changes are magical in nature and do not depend upon the caster’s knowledge of grooming or fashion. The effects of the makeover are as permanent as those made physically in a beauty salon. Each hit scored by the caster measures the degree of style and skill in the makeover.&lt;br /&gt;
&lt;br /&gt;
==Mist==&lt;br /&gt;
{{SR5:Spell Template|Name=MIST&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Mist creates a thick fog that blankets the entire area of effect. The mist is dense and difficult to see through, imposing a visibility modifier equal to the hits scored by the caster. The mist dissipates quickly based on the surrounding temperature and winds. Generally speaking, this means the vision modifier is reduced by 1 per Combat Turn, though gamemasters may make this reduction slower in cool, damp areas and faster in hot, dry areas.&lt;br /&gt;
&lt;br /&gt;
==Offensive Mana Barrier==&lt;br /&gt;
{{SR5:Spell Template|Name=OFFENSIVE MANA BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=M&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Offensive Mana Barrier is an amped-up version of the Mana Barrier spell (p. 294, SR5). It allows the spellcaster create a mana barrier that “zaps” any spirits, dual beings, or astral forms that come into contact with it. The barrier inflicts Physical damage equal to its Force. Otherwise, Offensive Mana Barrier functions the same as Mana Barrier.&lt;br /&gt;
&lt;br /&gt;
==Preserve==&lt;br /&gt;
{{SR5:Spell Template|Name=PRESERVE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Preserve allows the spellcaster to keep inert organic matter from drying out, decaying, or putrefying. It can be used on such mundane things as food and drink, but it is most often used by forensic spellcasters to protect cadavers from decay before autopsy, or to preserve small organic samples (hair, skin) taken from a crime scene for use as a material link (p. 296, SR5). The amount of time the material stays fresh and preserved is determined by the Spellcasting hits; multiply the number of hits + 1 by the time matter would normally stay fresh to determine how long it lasts. For example, 4 hits would preserve a substance for 5 times as long as it would normally last. &lt;br /&gt;
&lt;br /&gt;
==Protect Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=PROTECT VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL, AREA)&lt;br /&gt;
|Type=P|Range=T&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
A wily magician knows how to protect her getaway vehicle from rival spellcasters. Protect Vehicle casts a protective barrier over a targeted vehicle. The caster must beat the surface’s Object Resistance threshold (p. 295, SR5) in order to create the mystical bond between the caster and the vehicle. Each net hit scored by the caster then increases the vehicle’s Object Resistance Test by 1. In addition, for the duration of the spell, the caster may share her Spell Defense with the entire vehicle and its occupants. Note that only one target within the vehicle, or the vehicle itself, may utilize said Spell Defense during a single Combat Turn.&lt;br /&gt;
&lt;br /&gt;
==Pulse==&lt;br /&gt;
{{SR5:Spell Template|Name=PULSE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Pulse sends out a brief, highly charged burst of electromagnetic energy, emanating from the spellcaster, that plays havoc with electrical systems. This spell erases standard RFID tags and may affect other non-optical and non-hardened electronic circuit systems within the range of the spell. Most modern electronics are optical-based, but they still have some electronic components that this spell can effect. It also can affect some archaic devices and power systems. All such devices within the spell’s range, no matter who owns them, are affected.&lt;br /&gt;
&lt;br /&gt;
The caster must beat the item’s Object Resistance Test (p. 295, SR5) to affect it with Pulse. Affected systems may suffer data loss, power outages, or burn out entirely at the gamemaster’s discretion. The number of net hits scored by the caster determines the level of disruption of the systems within the range of the Pulse. In addition, Pulse also disrupts wireless reception and radio communication for a brief instant.&lt;br /&gt;
&lt;br /&gt;
==Reinforce==&lt;br /&gt;
{{SR5:Spell Template|Name=REINFORCE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Reinforce allows the spellcaster to increase the structural integrity of an object no larger than caster’s Magic in square meters. Each hit scored by the caster increases both the Armor and Structure rating by 1 as long as the spell is sustained.&lt;br /&gt;
&lt;br /&gt;
==Slow Vehicle==&lt;br /&gt;
{{SR5:Spell Template|Name=SLOW VEHICLE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Slow Vehicle is a dangerous spell that magicians use as a last report when an enemy is getting away and there isn’t any way to stop them. Should the caster achieve enough hits to beat the vehicle’s Object Resistance Test (p. 295, SR5), she may physically absorb excess kinetic energy causing a decrease in relative speed. For every net hit scored, the caster may decrease the Speed Attribute for the targeted vehicle by one. This spell can be quite effective in slowing a target down during a chase. If the driver is unfamiliar with the effects of this spell, the gamemaster may require a Stunt action to keep the vehicle steady (p. 204, SR5).&lt;br /&gt;
&lt;br /&gt;
==Shape Material==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPE [MATERIAL]&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shape [Material] allows the spellcaster to move and shape a volume of a specified inorganic element or material (air, earth, water, fire, mud, lava, plasteel, concrete, tar, etc.) within range of the spell. First, the caster must beat the material’s '''[[SR5:Magic_Rules#Other_Tables|Object Resistance]]''' Test and then mentally command it to his whims. The material can be moved and reshaped in any way the caster desires at a maximum Movement Rate of (net hits) meters per turn. Loose material can be moved and re-shaped easily, but material that is connected or reinforced (such as walls or other material part of a structure) must be broken apart by reducing its Structure Rating by Force points per Combat Turn. This spell allows the caster to rapidly dig holes, redirect streams, fill balloons, create a path through a fire, construct a barricade, or create a doorway where one didn’t exist before. &lt;br /&gt;
&lt;br /&gt;
Each element/material requires a separate spell such as Shape Sand, Shape Ice, Shape Wood, Shape Concrete, and so on. Elements or materials reshaped by the caster remain frozen in that form when the spell ends. If that form cannot be supported by the material, it will collapse into rumble. The material/element can also be spread out, extinguished, or evaporated. For example, a fire could be extinguished by reducing the Power by the caster’s Spellcasting hits each turn.&lt;br /&gt;
&lt;br /&gt;
==Shapechange, Critter Form==&lt;br /&gt;
{{SR5:Spell Template|Name=SHAPECHANGE&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Type=P|Range=LOS&lt;br /&gt;
|Duration=S|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=(CRITTER) FORM&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F – 4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Shapechange transforms a voluntary subject into a normal (non-paranormal) critter, though the subject retains human consciousness. The subject can only assume the form of a critter whose base Body Rating is 2 points greater or less than her own. Consult the Critters section, (p. 392, SR5) for the subject’s Physical attributes while in critter form. The caster may increase any base critter Physical Attribute one point for each net hit scored. Her Mental attributes remain unchanged.&lt;br /&gt;
&lt;br /&gt;
This spell does not transform clothing and equipment. Magicians in critter form can still cast spells but cannot perform tasks requiring speech. The subject may not turn into a swarm.&lt;br /&gt;
&lt;br /&gt;
Critter form works like the Shapechange spell but only allows the subject to change into a specific non-paranormal animal. Each critter form is a different spell (dog form, shark Form, and so on).&lt;br /&gt;
&lt;br /&gt;
==Spirit Barrier, Spirit Zapper==&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT BARRIER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Type=P|Range=LOS (A)&lt;br /&gt;
|Duration=S|Drain=F – 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Template|Name=SPIRIT ZAPPER&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This is modified version of the Mana Barrier spell (p. 294, SR5) designed to work again spirits and spirit powers. When cast on the physical plane, Spirit Zapper impedes materialized spirits. It has no effect on spells, foci, or non-spirit dual beings and astral forms.&lt;br /&gt;
&lt;br /&gt;
==Sterilize==&lt;br /&gt;
{{SR5:Spell Template|Name=STERILIZE&lt;br /&gt;
|Effects=(ENVIRONMENTAL, AREA)&lt;br /&gt;
|Range=LOS (A)|Type=P&lt;br /&gt;
|Duration=I|Drain=F – 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
This spell allows a spellcaster to kill all bacteria (and other microorganisms) and destroy organic material such as skin flakes, stray hairs, and spilled blood. Material affected by this spell cannot be used as a material link. Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. The area sterilized equals the caster’s Magic Rating in cubic meters.&lt;br /&gt;
&lt;br /&gt;
==Turn to Goo==&lt;br /&gt;
{{SR5:Spell Template|Name=TURN TO GOO&lt;br /&gt;
|Effects=(PHYSICAL)&lt;br /&gt;
|Range=LOS|Type=P&lt;br /&gt;
|Duration=S|Drain=F + 3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
Turn to Goo allows a spellcaster to transform living tissue into a sticky, glue-like substance. The caster must win an Opposed Test pitting her Magic + Spellcasting against the target’s Body (+ Counterspelling). Additionally, the spell’s Force must equal or exceed the target’s Body. Non-living material—including clothing, gear, and cyberware—are not affected.&lt;br /&gt;
&lt;br /&gt;
The target is not conscious while under the effects of this spell, and any damage suffered by the gooey form affects the target normally. The goo has a barrier Armor Rating equal to the Body + net hits (see Barriers, p. 364, SR5). Cyberware remains still, as though frozen in amber. If removed, the target may suffer significant physical damage (depending on what is removed) as determined by the gamemaster.&lt;br /&gt;
&lt;br /&gt;
==Spellblades==&lt;br /&gt;
{{SR5:Spell Template|Name=MANABLADE&lt;br /&gt;
|Range=Special|Type=M&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
{{SR5:Spell Template|Name=POWERBLADE&lt;br /&gt;
|Range=Special|Type=P&lt;br /&gt;
|Duration=S|Drain=F - 1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
Spellblades are a product of a failed line of research by MCT. Attempts to create a sustained damaging connection of energy failed to yield the desired results, but they resulted in a maintained extension of a spell, based on the formulas for Manabolt and Powerbolt. These spells could yield a feld of energy roughly the same space as a sword, maintained for as long as the caster could concentrate. The formula was altered to allow the caster to “hold” onto the spell at a point analogous to a grip, though the “blade” portion of the spell remained dangerous. It was found that these blades could parry one another and could cause repeated damage, strike after strike. As this did not meet the requirements for the project, it was abandoned, and the formulas sold through backchannels to recoup losses. One formula fell into the hands of wizgangs, where they quickly gained popularity for their showiness and the skill needed to maintain and wield one. Duels and motorcycle jousts with blazing energy have become the new fad among these Awakened youths. Shadowrunners and assassins with a talent for swordplay may appreciate the blades for their additional damage potential, as well as the ability to summon a blade anywhere without trying to smuggle it into a secure location. A Powerblade operates on the same principle as a Powerbolt or Powerball, affecting physical objects, capable of parrying and resisted by armor. A Manablade works like a Manabolt or Manaball, bypassing armor and capable of affecting spirits, but unable to parry physical attacks or damage objects. Note that weapon foci are able to parry Spellblades of either type due to their magically active nature. Spellblades can only be used by the person who casts them; they cannot be cast for anyone else to use. The range of the spell, then, is limited to the caster, though the spell can affect anything it touches once cast. The damage for the weapons created by this spell equals to the Force plus the net hits rolled on the melee weapon skill of the wielder’s choice. (In spite of the name, the Clubs or Blades skill works equally well). The Accuracy of the Spellblade is equal to the Force of the spell, and the Reach is 1.&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2802</id>
		<title>SR5:Spell List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2802"/>
		<updated>2017-09-06T08:42:11Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Category!!Name!!Effects!!Type!!Range!!Damage!!Duration!!Drain!!Source&lt;br /&gt;
&amp;lt;!-- Combat Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Acid Stream|Effects=Indirect, Elemental|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Toxic Wave|Effects=Indirect, Elemental, Area|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Punch|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=T|Damage=S|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Clout|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS|Damage=S|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Blast|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Death Touch|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manabolt|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manaball|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Flamethrower|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Fireball|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Lightning Bolt|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ball Lightning|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shatter|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerbolt|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerball|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Knockout|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunbolt|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunball|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Corrode [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Damage=P|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Melt [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Damage=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Sludge [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Damage=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Disrupt [Focus]|Forms=Disrupt Focus&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=Special|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Free Spirit]|Forms=Destroy Free Spirit&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Vehicle]|Forms=Destroy Vehicle&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Firewater|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Napalm|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Insecticide [Insect Spirit]|Forms=Insecticide Insect Spirit&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=M|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Spear|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Storm|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=One Less [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slay [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slaughter [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ram [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Wreck [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Demolish [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Beam|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Burst|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Stream|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Wave|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shattershield|Forms=Shattershield&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Detection Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Device|Forms=Analyze Device&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Magic|Forms=Analyze Magic&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Truth|Forms=Analyze Truth&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairaudience|Forms=Clairaudience&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairvoyance|Forms=Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Combat Sense|Forms=Combat Sense&lt;br /&gt;
|Effects=Passive, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies, Extended|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Individual|Forms=Detect Individual&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life, Extended|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form]|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form], Extended|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Object]|Forms=Detect Object&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindlink|Forms=Mindlink&lt;br /&gt;
|Effects=Active, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mind Probe|Forms=Mind Probe&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Message|Forms=Astral Message&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Clairvoyance|Forms=Astral Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Borrow Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Animal Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Eyes of the Pack|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Catalog|Forms=Catalog&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Diagnose|Forms=Diagnose&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Dragon Astral Signature|Forms=Dragon Astral Signature&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Enhance Aim|Forms=Enhance Aim&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Hawkeye|Forms=Hawkeye&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mana Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet Extended|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Extended Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Night Vision|Forms=Night Vision&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=[Sense] Cryptesthesia|Forms=Sense Cryptesthesia&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense Extended|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Extended Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Area Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Translate|Forms=Translate&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Health Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Antidote|Forms=Antidote&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Cure Disease|Forms=Cure Disease&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease [Attribute]|Forms=Decrease Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Detox|Forms=Detox&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-6}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Heal|Forms=Heal&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase [Attribute]|Forms=Increase Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Reflexes|Forms=Increase Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Oxygenate|Forms=Oxygenate&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-5}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Prophylaxis|Forms=Prophylaxis&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Resist Pain|Forms=Resist Pain&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Stabilize|Forms=Stabilize&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Ambidexterity|Forms=Ambidexterity&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate Addiction|Forms=Alleviate Addiction&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate [Allergy]|Forms=Alleviate Allergy&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Awaken|Forms=Awaken&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Crank|Forms=Crank&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Reflexes|Forms=Decrease Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Enabler|Forms=Enabler&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Fast|Forms=Fast&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Forced Defense|Forms=Forced Defense&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Illusion Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-4}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Bugs|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Swarm|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaos|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaotic World|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Improved Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hush|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Silence|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stealth|Forms=Stealth&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Camouflage Check|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Camouflage|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Decoy|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaff|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Double Image|Forms=Double Image&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Dream|Forms=Dream&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Euphoria|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Opium Den|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Foreboding|Forms=Foreboding&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hot Potato|Forms=Hot Potato&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=[Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass [Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stink|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stench|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Sound Barrier|Forms=Sound Barrier&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Switch Vehicle Signature|Forms=Switch Vehicle Signature&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=Special|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Vehicle Mask|Forms=Vehicle Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manipulation Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mass Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Armor|Forms=Armor&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Actions|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Control|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Thoughts|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Mind|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fling|Forms=Fling&lt;br /&gt;
|Effects=Physical, Damaging&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ice Sheet|Forms=Ice Sheet&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ignite|Forms=Ignite&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Influence|Forms=Influence&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Levitate|Forms=Levitate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Light|Forms=Light&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Magic Fingers|Forms=Magic Fingers&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Barrier|Forms=Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Physical Barrier|Forms=Physical Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Poltergeist|Forms=Poltergeist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shadow|Forms=Shadow&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Net Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Mana&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Net|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=MAna, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bug Zapper|Forms=Bug Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Animal|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Pack|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catfall|Forms=Catfall&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Clean [Element]|Forms=Clean Element&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Compel Truth|Forms=Compel Truth&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=Special|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Animal|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Pack|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Deflection|Forms=Deflection&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Aura|Forms=Element Aura&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Wall|Forms=Element Wall&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fashion|Forms=Fashion&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fix|Forms=Fix&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Gecko Crawl|Forms=Gecko Crawl&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue Strip|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Interference|Forms=Interference&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Lock|Forms=Lock&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Static|Forms=Mana Static&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Makeover|Forms=Makeover&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mist|Forms=Mist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Offensive Mana Barrier|Forms=Offensive Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Preserve|Forms=Preserve&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Protect Vehicle|Forms=Protect Vehicle&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Pulse|Forms=Pulse&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Reinforce|Forms=Reinforce&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Slow Vehicle|Forms=Slow Vehicle&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shape [Material]|Forms=Shape Material&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shapechange|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Critter] Form|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Barrier|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Zapper|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Sterilize|Forms=Sterilize&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Turn to Goo|Forms=Turn to Goo&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catch|Forms=Catch&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Conceal Scent|Forms=Conceal Scent&lt;br /&gt;
|Effects=Object, Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Snakeblood|Forms=Snakeblood&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Recharge Potency|Forms=Recharge Potency&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=M|Range=Touch|Duration=P|Drain=F+1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Manablade|Forms=Spellblades&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Powerblade|Forms=Spellblades&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characteristics=&lt;br /&gt;
====Type====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Damage====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Drain====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
====Direct====&lt;br /&gt;
&lt;br /&gt;
====Indirect====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Manipulation==&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2801</id>
		<title>SR5:Spell List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2801"/>
		<updated>2017-09-06T08:41:31Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Category!!Name!!Effects!!Type!!Range!!Damage!!Duration!!Drain!!Source&lt;br /&gt;
&amp;lt;!-- Combat Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Acid Stream|Effects=Indirect, Elemental|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Toxic Wave|Effects=Indirect, Elemental, Area|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Punch|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=T|Damage=S|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Clout|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS|Damage=S|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Blast|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Death Touch|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manabolt|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manaball|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Flamethrower|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Fireball|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Lightning Bolt|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ball Lightning|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shatter|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerbolt|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerball|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Knockout|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunbolt|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunball|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Corrode [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Damage=P|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Melt [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Damage=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Sludge [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Damage=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Disrupt [Focus]|Forms=Disrupt Focus&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=Special|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Free Spirit]|Forms=Destroy Free Spirit&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Vehicle]|Forms=Destroy Vehicle&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Firewater|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Napalm|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Insecticide [Insect Spirit]|Forms=Insecticide Insect Spirit&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=M|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Spear|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Storm|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=One Less [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slay [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slaughter [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ram [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Wreck [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Demolish [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Beam|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Burst|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Stream|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Wave|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shattershield|Forms=Shattershield&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Detection Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Device|Forms=Analyze Device&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Magic|Forms=Analyze Magic&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Truth|Forms=Analyze Truth&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairaudience|Forms=Clairaudience&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairvoyance|Forms=Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Combat Sense|Forms=Combat Sense&lt;br /&gt;
|Effects=Passive, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies, Extended|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Individual|Forms=Detect Individual&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life, Extended|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form]|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form], Extended|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Object]|Forms=Detect Object&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindlink|Forms=Mindlink&lt;br /&gt;
|Effects=Active, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mind Probe|Forms=Mind Probe&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Message|Forms=Astral Message&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Clairvoyance|Forms=Astral Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Borrow Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Animal Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Eyes of the Pack|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Catalog|Forms=Catalog&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Diagnose|Forms=Diagnose&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Dragon Astral Signature|Forms=Dragon Astral Signature&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Enhance Aim|Forms=Enhance Aim&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Hawkeye|Forms=Hawkeye&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mana Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet Extended|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Extended Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Night Vision|Forms=Night Vision&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=[Sense] Cryptesthesia|Forms=Sense Cryptesthesia&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense Extended|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Extended Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Area Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Translate|Forms=Translate&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Health Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Antidote|Forms=Antidote&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Cure Disease|Forms=Cure Disease&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease [Attribute]|Forms=Decrease Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Detox|Forms=Detox&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-6}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Heal|Forms=Heal&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase [Attribute]|Forms=Increase Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Reflexes|Forms=Increase Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Oxygenate|Forms=Oxygenate&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-5}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Prophylaxis|Forms=Prophylaxis&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Resist Pain|Forms=Resist Pain&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Stabilize|Forms=Stabilize&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Ambidexterity|Forms=Ambidexterity&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate Addiction|Forms=Alleviate Addiction&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate [Allergy]|Forms=Alleviate Allergy&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Awaken|Forms=Awaken&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Crank|Forms=Crank&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Reflexes|Forms=Decrease Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Enabler|Forms=Enabler&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Fast|Forms=Fast&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Forced Defense|Forms=Forced Defense&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Illusion Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-4}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Bugs|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Swarm|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaos|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaotic World|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Improved Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hush|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Silence|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stealth|Forms=Stealth&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Camouflage Check|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Camouflage|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Decoy|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaff|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Double Image|Forms=Double Image&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Dream|Forms=Dream&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Euphoria|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Opium Den|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Foreboding|Forms=Foreboding&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hot Potato|Forms=Hot Potato&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=[Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass [Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stink|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stench|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Sound Barrier|Forms=Sound Barrier&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Switch Vehicle Signature|Forms=Switch Vehicle Signature&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=Special|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Vehicle Mask|Forms=Vehicle Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manipulation Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mass Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Armor|Forms=Armor&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Actions|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Control|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Thoughts|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Mind|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fling|Forms=Fling&lt;br /&gt;
|Effects=Physical, Damaging&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ice Sheet|Forms=Ice Sheet&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ignite|Forms=Ignite&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Influence|Forms=Influence&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Levitate|Forms=Levitate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Light|Forms=Light&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Magic Fingers|Forms=Magic Fingers&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Barrier|Forms=Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Physical Barrier|Forms=Physical Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Poltergeist|Forms=Poltergeist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shadow|Forms=Shadow&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Net Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Mana&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Net|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=MAna, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bug Zapper|Forms=Bug Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Animal|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Pack|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catfall|Forms=Catfall&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Clean [Element]|Forms=Clean Element&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Compel Truth|Forms=Compel Truth&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=Special|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Animal|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Pack|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Deflection|Forms=Deflection&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Aura|Forms=Element Aura&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Wall|Forms=Element Wall&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fashion|Forms=Fashion&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fix|Forms=Fix&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Gecko Crawl|Forms=Gecko Crawl&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue Strip|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Interference|Forms=Interference&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Lock|Forms=Lock&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Static|Forms=Mana Static&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Makeover|Forms=Makeover&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mist|Forms=Mist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Offensive Mana Barrier|Forms=Offensive Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Preserve|Forms=Preserve&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Protect Vehicle|Forms=Protect Vehicle&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Pulse|Forms=Pulse&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Reinforce|Forms=Reinforce&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Slow Vehicle|Forms=Slow Vehicle&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shape [Material]|Forms=Shape Material&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shapechange|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Critter] Form|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Barrier|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Zapper|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Sterilize|Forms=Sterilize&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Turn to Goo|Forms=Turn to Goo&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catch|Forms=Catch&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Conceal Scent|Forms=Conceal Scent&lt;br /&gt;
|Effects=Object, Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Snakeblood|Forms=Snakeblood&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Recharge Potency|Forms=Recharge Potency&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=M|Range=Touch|Duration=P|Drain=F+1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Manablade|Forms=Manablade, Powerblade&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Powerblade|Forms=Manablade, Powerblade&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characteristics=&lt;br /&gt;
====Type====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Damage====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Drain====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
====Direct====&lt;br /&gt;
&lt;br /&gt;
====Indirect====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Manipulation==&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
	<entry>
		<id>http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2800</id>
		<title>SR5:Spell List</title>
		<link rel="alternate" type="text/html" href="http://adragon202.no-ip.org/Shadowrun/index.php?title=SR5:Spell_List&amp;diff=2800"/>
		<updated>2017-09-06T08:40:09Z</updated>

		<summary type="html">&lt;p&gt;DenizenKane: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SR5:List Navigation}}&lt;br /&gt;
{{SR5:Magic Rules Navigation}}&lt;br /&gt;
{{SR5:Magic List Navigation}}&lt;br /&gt;
&lt;br /&gt;
=List=&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Category!!Name!!Effects!!Type!!Range!!Damage!!Duration!!Drain!!Source&lt;br /&gt;
&amp;lt;!-- Combat Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Acid Stream|Effects=Indirect, Elemental|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Toxic Wave|Effects=Indirect, Elemental, Area|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1|Forms=Acid Stream, Toxic Wave}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Punch|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=T|Damage=S|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Clout|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS|Damage=S|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Blast|Forms=Punch, Clout, Blast&lt;br /&gt;
|Effects=Indirect&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=S|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Death Touch|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manabolt|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Manaball|Forms=Death Touch, Manabolt, Manaball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Flamethrower|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Fireball|Forms=Flamethrower, Fireball&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Lightning Bolt|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ball Lightning|Forms=Lightning Bolt, Ball Lightning&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shatter|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerbolt|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Powerball|Forms=Shatter, Powerbolt, Powerball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Knockout|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunbolt|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Stunball|Forms=Knockout, Stunbolt, Stunball&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Corrode [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Damage=P|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Melt [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Damage=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Sludge [Object]|Forms=Corrode Object, Melt Object, Sludge Object&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Damage=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Disrupt [Focus]|Forms=Disrupt Focus&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=Special|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Free Spirit]|Forms=Destroy Free Spirit&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Destroy [Vehicle]|Forms=Destroy Vehicle&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Firewater|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Napalm|Forms=Firewater, Napalm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Insecticide [Insect Spirit]|Forms=Insecticide Insect Spirit&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=M|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Spear|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ice Storm|Forms=Ice Spear, Ice Storm&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=One Less [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=T|Damage=P|Duration=I|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slay [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS|Damage=P|Duration=I|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Slaughter [Metatype/Species]|Forms=One Less Metatype/Species, Slay Metatype/Species, Slaughter Metatype/Species&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Ram [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=T|Damage=P|Duration=I|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Wreck [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Demolish [Object]|Forms=Ram Object, Wreck Object, Demolish Object&lt;br /&gt;
|Effects=Direct, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Beam|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Radiation Burst|Forms=Radiation Beam, Radiation Burst&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Stream|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental&lt;br /&gt;
|Type=P|Range=LOS|Damage=P|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Pollutant Wave|Forms=Pollutant Stream, Pollutant Wave&lt;br /&gt;
|Effects=Indirect, Elemental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Combat|Name=Shattershield|Forms=Shattershield&lt;br /&gt;
|Effects=Direct&lt;br /&gt;
|Type=M|Range=LOS(A)|Damage=P|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Detection Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Device|Forms=Analyze Device&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Magic|Forms=Analyze Magic&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Analyze Truth|Forms=Analyze Truth&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairaudience|Forms=Clairaudience&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Clairvoyance|Forms=Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Combat Sense|Forms=Combat Sense&lt;br /&gt;
|Effects=Passive, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Enemies, Extended|Forms=Detect Enemies, Detect Enemies Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Individual|Forms=Detect Individual&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect Life, Extended|Forms=Detect Life, Detect Life Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form]|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Life Form], Extended|Forms=Detect Life Form, Detect Life Form Extended&lt;br /&gt;
|Effects=Active, Extended Area&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Detect [Object]|Forms=Detect Object&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindlink|Forms=Mindlink&lt;br /&gt;
|Effects=Active, Psychic&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mind Probe|Forms=Mind Probe&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Message|Forms=Astral Message&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Clairvoyance|Forms=Astral Clairvoyance&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Borrow Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Animal Sense|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Eyes of the Pack|Forms=Borrow Sense, Animal Sense, Eyes of the Pack&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Catalog|Forms=Catalog&lt;br /&gt;
|Effects=Active, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Diagnose|Forms=Diagnose&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Dragon Astral Signature|Forms=Dragon Astral Signature&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+5&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Enhance Aim|Forms=Enhance Aim&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Hawkeye|Forms=Hawkeye&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mana Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Astral Window|Forms=Mana Window, Astral Window&lt;br /&gt;
|Effects=Active, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Mindnet Extended|Forms=Mindnet, Mindnet Extended&lt;br /&gt;
|Effects=Active, Psychic, Extended Area&lt;br /&gt;
|Type=M|Range=T(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Night Vision|Forms=Night Vision&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=[Sense] Cryptesthesia|Forms=Sense Cryptesthesia&lt;br /&gt;
|Effects=Passive, Directional&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Spatial Sense Extended|Forms=Spatial Sense, Spatial Sense Extended&lt;br /&gt;
|Effects=Passive, Extended Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Area Thought Recognition|Forms=Thought Recognition, Area Thought Recognition&lt;br /&gt;
|Effects=Active, Psychic, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Detection|Name=Translate|Forms=Translate&lt;br /&gt;
|Effects=Active, Psychic, Directional&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Health Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Antidote|Forms=Antidote&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Cure Disease|Forms=Cure Disease&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease [Attribute]|Forms=Decrease Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Detox|Forms=Detox&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-6}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Heal|Forms=Heal&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase [Attribute]|Forms=Increase Attribute&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Reflexes|Forms=Increase Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Oxygenate|Forms=Oxygenate&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-5}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Prophylaxis|Forms=Prophylaxis&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Resist Pain|Forms=Resist Pain&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Stabilize|Forms=Stabilize&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=T|Duration=P|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Ambidexterity|Forms=Ambidexterity&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate Addiction|Forms=Alleviate Addiction&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Alleviate [Allergy]|Forms=Alleviate Allergy&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-6&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Awaken|Forms=Awaken&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Crank|Forms=Crank&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Reflexes|Forms=Decrease Reflexes&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Enabler|Forms=Enabler&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Fast|Forms=Fast&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Forced Defense|Forms=Forced Defense&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=M|Range=T|Duration=I|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Increase Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Health|Name=Decrease Inherent Limits|Forms=Increase/Decrease Inherent Limits&lt;br /&gt;
|Effects=Essence&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Illusion Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-4}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Agony|Forms=Agony, Mass Agony&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Bugs|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Swarm|Forms=Bugs, Swarm&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass Confusion|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaos|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaotic World|Forms=Confusion, Mass Confusion, Chaos, Chaotic World&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Entertainment|Forms=Entertainment, Trid Entertainment&lt;br /&gt;
|Effects=Obvious, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Improved Invisibility|Forms=Invisibility, Improved Invisibility&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=T|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Mask|Forms=Mask, Physical Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Trid Phantasm|Forms=Phantasm, Trid Phantasm&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hush|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Silence|Forms=Hush, Silence&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stealth|Forms=Stealth&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Camouflage Check|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Physical Camouflage|Forms=Camouflage Check, Physical Camouflage&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Decoy|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Chaff|Forms=Decoy, Chaff&lt;br /&gt;
|Effects=Realistic, Multi-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Double Image|Forms=Double Image&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Dream|Forms=Dream&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Euphoria|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Opium Den|Forms=Euphoria, Opium Den&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Foreboding|Forms=Foreboding&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Hot Potato|Forms=Hot Potato&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=[Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Mass [Sense] Removal|Forms=Sense Removal, Mass Sense Removal&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stink|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Stench|Forms=Stink, Stench&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Sound Barrier|Forms=Sound Barrier&lt;br /&gt;
|Effects=Realistic, Single-Sense, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Switch Vehicle Signature|Forms=Switch Vehicle Signature&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=Special|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Illusion|Name=Vehicle Mask|Forms=Vehicle Mask&lt;br /&gt;
|Effects=Realistic, Multi-Sense&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manipulation Spells --&amp;gt;&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mass Animate|Forms=Animate, Mass Animate&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Armor|Forms=Armor&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Actions|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Control|Forms=Control Actions, Mob Control&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Thoughts|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mob Mind|Forms=Control Thoughts, Mob Mind&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F+1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fling|Forms=Fling&lt;br /&gt;
|Effects=Physical, Damaging&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ice Sheet|Forms=Ice Sheet&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Ignite|Forms=Ignite&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Influence|Forms=Influence&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=P|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Levitate|Forms=Levitate&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Light|Forms=Light&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-4}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Magic Fingers|Forms=Magic Fingers&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Barrier|Forms=Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Physical Barrier|Forms=Physical Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Poltergeist|Forms=Poltergeist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shadow|Forms=Shadow&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Net Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Bind|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=Mana&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Net|Forms=Bind, Net Bind, Mana Bind, Mana Net&lt;br /&gt;
|Effects=MAna, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Bug Zapper|Forms=Bug Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Animal|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Calm Pack|Forms=Calm Animal, Calm Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catfall|Forms=Catfall&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Clean [Element]|Forms=Clean Element&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Compel Truth|Forms=Compel Truth&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=Special|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Animal|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Control Pack|Forms=Control Animal, Control Pack&lt;br /&gt;
|Effects=Mental, Area&lt;br /&gt;
|Type=M|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Deflection|Forms=Deflection&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Aura|Forms=Element Aura&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Element] Wall|Forms=Element Wall&lt;br /&gt;
|Effects=Environmental&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fashion|Forms=Fashion&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=T(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Fix|Forms=Fix&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Gecko Crawl|Forms=Gecko Crawl&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Glue Strip|Forms=Glue, Glue Strip&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Noise|Forms=Increase/Decrease Noise&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Increase Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Decrease Gear Limits|Forms=Increase/Decrease Gear Limits&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Interference|Forms=Interference&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Lock|Forms=Lock&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mana Static|Forms=Mana Static&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=P|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Makeover|Forms=Makeover&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=T|Duration=P|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Mist|Forms=Mist&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Offensive Mana Barrier|Forms=Offensive Mana Barrier&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=M|Range=LOS(A)|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Preserve|Forms=Preserve&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Protect Vehicle|Forms=Protect Vehicle&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=T|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Pulse|Forms=Pulse&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Reinforce|Forms=Reinforce&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Slow Vehicle|Forms=Slow Vehicle&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shape [Material]|Forms=Shape Material&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Shapechange|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=[Critter] Form|Forms=Shapechange, Critter Form&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F-4&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Barrier|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F-1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spirit Zapper|Forms=Spirit Barrier, Spirit Zapper&lt;br /&gt;
|Effects=Environmental, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=S|Drain=F+1&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Sterilize|Forms=Sterilize&lt;br /&gt;
|Effects=Physical, Area&lt;br /&gt;
|Type=P|Range=LOS(A)|Duration=I|Drain=F-3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Turn to Goo|Forms=Turn to Goo&lt;br /&gt;
|Effects=Physical&lt;br /&gt;
|Type=P|Range=LOS|Duration=S|Drain=F+3&lt;br /&gt;
|Source=SR5:SG}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Catch|Forms=Catch&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=LOS|Duration=I|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Conceal Scent|Forms=Conceal Scent&lt;br /&gt;
|Effects=Object, Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-3&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Snakeblood|Forms=Snakeblood&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=P|Range=Touch|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Recharge Potency|Forms=Recharge Potency&lt;br /&gt;
|Effects=Manipulation&lt;br /&gt;
|Type=M|Range=Touch|Duration=P|Drain=F+1&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spellblades|Forms=Manablade, Powerblade&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=M|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
&lt;br /&gt;
{{SR5:Spell Row|Category=Manipulation|Name=Spellblades|Forms=Manablade, Powerblade&lt;br /&gt;
|Effects=&lt;br /&gt;
|Type=P|Range=Special|Duration=S|Drain=F-2&lt;br /&gt;
|Source=SR5:HT}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Characteristics=&lt;br /&gt;
====Type====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Range====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Damage====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Duration====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
====Drain====&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Categories=&lt;br /&gt;
==Combat==&lt;br /&gt;
&lt;br /&gt;
====Direct====&lt;br /&gt;
&lt;br /&gt;
====Indirect====&lt;br /&gt;
&lt;br /&gt;
====Elemental====&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
&lt;br /&gt;
==Health==&lt;br /&gt;
&lt;br /&gt;
==Illusion==&lt;br /&gt;
&lt;br /&gt;
==Manipulation==&lt;/div&gt;</summary>
		<author><name>DenizenKane</name></author>
		
	</entry>
</feed>