Shadowrun Returns: weapons, attacks, grenades, and what to buy
For the Seattle campaign in the PlayStation trilogy and original PC game. Item figures are from the unmodded game references; check the live shop before spending because sources disagree on a few magazine sizes and requirements.
The strongest gun is not automatically the best purchase. A weapon needs the right Ranged Combat or Close Combat rank to equip, its specialist skill to unlock useful attacks, and a position where it can actually hit. Spend Karma on an attack line first, then buy the gun that fits it. Smartlink versions improve accuracy but require a datajack; without the jack, paying the premium is wasted. Weapon list: https://t.co/MeCSLNE7LD, skill unlocks: https://t.co/pyegMamfI5.
Rifles: the easiest all round gun
Assault rifles work at long range, from cover, and offer single target focus plus Burst Fire and Full Auto if the weapon supports those modes. Rifle 1 gives Aimed Shot, 2 allows Burst Fire, 3 Full Auto, 5 Dead-Eye and 7 Headshot. You still need Quickness and Ranged Combat at least as high as your Rifle specialization. Rifle skills: https://t.co/pyegMamfI5.
- AK-97: no Ranged Combat gate, 10 damage, ¥750. It is the straightforward early assault rifle. If this is your main build, upgrade once skill and cash catch up.
- Semopal vz/88V: Ranged Combat 1, 10 damage, ¥800; a small step up in capacity rather than raw hit damage.
- Heckler & Koch G12A3z: Ranged Combat 3, 12 damage, ¥1,250. A sensible middle purchase when you unlock the third rifle attack tier.
- FN HAR: Ranged Combat 4, 12 damage, ¥1,500. Its value is accuracy and up to 2 armor piercing, which can outperform a larger raw damage number against protected enemies.
- Colt M23: Ranged Combat 5, 15 damage, ¥2,000. A strong late rifle before the top shelf choice.
- Ares Alpha: Ranged Combat 6, 16 damage, ¥2,500. This is the high end assault rifle; the Smartlink variant costs more and needs a datajack.
The weapon database: https://t.co/MeCSLNE7LD supports those damage, requirement and base price figures. It and another item database differ on some capacity numbers, so use the shop's current magazine figure for ammunition planning. If nuyen is tight, the FN HAR's armor piercing or the Colt M23's damage can be enough; do not spend every last credit on the Alpha and then walk into the next mission without healing.
Pistols and revolvers: flexible, with a real skill investment
Pistols are accurate at medium range. Pistol 1 gives Aimed Shot, 4 removes the AP cost of reload, 6 gives Double-Tap and 7 gives Chainshot, which can attack three targets. Revolvers have high hit damage but cannot use Double-Tap or Chainshot. That makes the revolver a different build decision, not merely a better pistol. Pistol skill: https://t.co/pyegMamfI5, weapon notes: https://t.co/MeCSLNE7LD.
- Fichetti Security 500: 6 damage, ¥100 and no Ranged Combat gate. Fine as a cheap backup, weak as a serious late main weapon.
- Ceska Black Scorpion: Ranged Combat 1, 6 damage, ¥150, with a larger magazine. Useful when you need a low cost sidearm.
- Ares Predator: Ranged Combat 3, 10 damage, ¥250. A good mid tier pistol with more room for specialist skills than a revolver.
- Browning Max-Power: Ranged Combat 4, 12 damage, ¥300. A direct damage upgrade if your pistol line is already at four.
- Colt Manhunter: Ranged Combat 5, 14 damage, ¥425 and a decent magazine. A strong conventional pistol for Double-Tap and Chainshot progression.
- Ruger Thunderbolt: Ranged Combat 6, 14 damage, ¥500. Another late conventional pistol choice.
- Cavalier Deputy / Ruger Super Warhawk: revolvers at 14/16 damage. They hit hard per shot, but the reduced attack options and smaller capacity matter more as Pistol skill rises.
If you want the Quicker than your shadow! trophy, invest toward Pistol 7 and equip a conventional pistol that supports Chainshot. A revolver is a trap for that specific goal. Weapon list: https://t.co/MeCSLNE7LD.
Shotguns: brutal short lanes
Shotguns are best at short range and can hit adjacent targets. Shotgun 1 grants Kneecap, which can strip AP; 5 grants Wide Load for a wider spread with a critical chance cost. A shotgun is excellent when enemies must enter a doorway or cluster around cover. It is unreliable across an open map, so do not judge it only by its printed damage. Shotgun skills: https://t.co/pyegMamfI5.
- Street Sweeper: 14 damage, ¥200, but only two shots before reloading. It is a cheap opening punch with a pronounced reload problem.
- Benelli Raffaello: Ranged Combat 1, 12 damage, ¥250. Lower hit damage but more capacity than the Sweeper.
- Mossberg CMDT: Ranged Combat 3, 16 damage, ¥400 and eight shot capacity. A practical middle gun.
- Remington 990: Ranged Combat 4, 18 damage, ¥500. A clean upgrade if the shotgun remains your main action.
- Enfield AS-7: Ranged Combat 5, 20 damage, ¥600 and a burst option. Good for close pressure without a tiny magazine.
- Defiance T-250: Ranged Combat 6, 22 damage, ¥750. Highest listed per shot shotgun damage, but less capacity than the Enfield.
- Aegis Mk. 1 Launcher: a story weapon filled with magical insecticide. It hurts insect spirits only, so do not treat it as a normal all purpose shotgun.
Those are Returns weapon figures: https://t.co/MeCSLNE7LD. The Shotgun Sniper trophy asks for a kill ten tiles away; that is a deliberate challenge outside the gun's preferred range, not an argument for a long range shotgun build.
SMGs: two shots and a crowd trick
An SMG fires two shots per attack, each with its own hit and critical chance. It likes medium range. SMG 1 gives Spray & Pray, which can reach adjacent enemies at reduced accuracy; SMG 3 gives Aimed Shot. The tree has fewer specialist abilities than Pistol or Rifle, so its value is multiple hits and crowded fights. Weapon list: https://t.co/MeCSLNE7LD, SMG skills: https://t.co/pyegMamfI5.
- Beretta Model 70: 6 damage per shot, ¥500; cheap entry SMG.
- Uzi III: Ranged Combat 1, 7 per shot, ¥600; enough to start using Spray & Pray.
- Ingram Smartgun: Ranged Combat 3, 9 per shot, ¥750. Despite the name, check the actual variant and datajack requirement in the equipment UI.
- Colt Cobra TZ-110: Ranged Combat 4, 10 per shot, ¥850.
- SCK Model 100: Ranged Combat 5, 11 per shot, ¥1,000.
- Heckler & Koch HK227: Ranged Combat 6, 12 per shot, ¥1,200; top listed SMG.
The two shot pattern makes printed single shot damage look small beside a rifle. Accuracy still matters twice. Spray & Pray is situational: wait until three enemies are close enough that the reduced accuracy is worth the extra targets. Weapon list: https://t.co/MeCSLNE7LD.
Melee and Unarmed
Unarmed base damage equals Strength. Unarmed 4 grants Roundhouse Kick for multiple targets. Melee Weapons 3 grants Pommel Strike for AP damage and 5 gives Cleave. Close Combat and Strength both feed accuracy, so buying a large sword without the skill to connect is a bad deal. Strength unlocks: https://t.co/eLPDcPGpNv, weapon list: https://t.co/MeCSLNE7LD.
- Machete: Close Combat 1, +4 weapon damage, ¥75; an inexpensive start.
- Katana: Close Combat 3, +4, ¥100, and can deal AP damage on a critical hit.
- Axe: Close Combat 3 in one weapon reference, +5, ¥150. Another reference lists Close Combat 4; verify the live shop's equip gate.
- Hand-Forged Katana: Close Combat 4 in one reference, +5, ¥250, with critical AP pressure. Another database lists Close Combat 5.
- Dragon Sword: Close Combat 5 in one reference, +6, ¥500. Another database lists Close Combat 6. Buy it when your actual screen shows you can equip it.
The two weapon references: https://t.co/MeCSLNE7LD and item database: https://t.co/tT5vfnmMWE differ on some melee equip ranks. The tradeoff itself is clear: Cleave and higher damage help when you can safely reach two targets, but cover and Body are essential while closing.
Grenades and other consumables
Thrown grenades normally affect a 3×3 area and cost 2 AP. Throwing Weapons 5 reduces the grenade action cost to one AP, making a specialist far more flexible. Strength affects throw distance. Check the highlighted impact zone for allies; the blast is not polite about your party. Grenades: https://t.co/MeCSLNE7LD, Throwing Weapons: https://t.co/eLPDcPGpNv.
- Fichetti Frag: 12 damage, ¥90. Low cost damage.
- Cavalier Frag: 16 damage, ¥100. Better damage for a little more cash.
- Ares High Explosive: 20 damage, ¥120. Good for finishing a cluster and grenade kill trophies.
- Concussion grenades: low HP damage but −1 to −3 AP depending on grade. Use them when shutting down enemy turns matters more than immediate kills.
- Phosphorus / HE Phosphorus: initial damage plus ongoing burn. They help force enemies out of positions and can set up a damage over time kill.
- Smoke: no damage; creates a three round accuracy penalty in its area. Use it when a hallway is too exposed.
Those are listed in the weapon and grenade reference: https://t.co/MeCSLNE7LD. For Boom, one area attack merely has to hit four enemies. For Chunky Salsa and Fire in the Hole, grenade damage must finish five and fifteen respectively.
A practical buying order
For a first gunfighter: use the starting weapon while you raise its parent skill, buy a solid Ranged Combat 3–4 gun such as FN HAR, Mossberg CMDT or Ares Predator for the line you chose, then buy the tier 5–6 gun once its requirement and your funds justify it. Budget armor and healing before the last upgrade. A decker or mage can carry a cheap gun as a fallback, but should not burn Karma on multiple firearm specialties when Decking or Spellcasting is the point of the character.
For late fights, the best action is often control: Kneecap or Pommel Strike to strip AP, Concussion to shut down a cluster, Mark Target before a hard shot, or a rifle's accuracy attack against armor. Raw damage is only one part of the turn. Equipment stats are from community game databases; live shop requirements take precedence where the sources conflict.
Shadowrun Returns: weapons, attacks, grenades, and what to buy
· Games / Shadowrun Returns