Shadowrun: Dragonfall — Director’s Cut: weapons worth buying
For the standalone Director’s Cut on PlayStation and PC. Listed damage, prices and requirements come from the Dragonfall weapon table: https://t.co/JddE0ibwjj; check the shop display before spending because a few special or mission weapons vary by edition.
Your first weapon decision is a Karma decision. Ranged Combat controls the broad gun line; Pistols, SMGs, Shotguns and Rifles improve the matching weapon and unlock attacks. Strength leads Close Combat and its Melee or Unarmed branches. Spend deeply on one family and carry a backup for a different range. Ranged Combat 3 opens an additional weapon slot; it does not give four gun slots. Quickness unlocks: https://t.co/Wrkcb6XxeZ.
The quick picks
- Most flexible shooter: assault rifle. The AK-97 works from the start; the FN HAR’s armor piercing is a meaningful midgame gain; the Colt M23 and Ares Alpha are the expensive finishers. Rifle skills also serve a minigun if you meet its Strength requirement.
- Aggressive close shooter: shotgun. Remington 990 is a strong practical upgrade; Enfield AS-7 trades a big price and Ranged Combat 6 requirement for an 18-damage burst option. Keep allies out of the spread.
- Reliable sidearm: pistol. Ares Predator or Browning Max-Power are reasonable middle buys. Pistol 4 makes reloading free, which matters more than a tiny damage jump in a long fight.
- Long-range specialist: sniper rifle. Ruger 100-S is the inexpensive entry; Walther MA-2100 pierces one armor; Ranger Arms SM-3 hits hard at Ranged Combat 8. The small magazines and no burst fire make positioning vital.
- Melee: swords can remove AP on critical hits. A Katana is the accessible start; the Axe gives 6 listed damage at Close Combat 5, while the later Dikoted Katana or Centurion Laser Axe cost serious money and Karma. If you rely on Adept skills, check whether a specific attack requires an unarmed weapon before buying a blade.
How to read the gun shop
The listed damage is a base number, not the damage every shot will deliver. Accuracy, armor, cover, criticals, range and burst modes change the result. Smartlink versions improve accuracy but require a Datajack and usually cost more. The Datajack also consumes Essence, so the smartlink route is a particularly awkward bargain for a Mage or Shaman. If you have a wired shooter, the accuracy can justify it. Weapon table: https://t.co/JddE0ibwjj; cyberware table: https://t.co/CMHX1KLNY2.
Pistols and revolvers
The Ares Predator (10 damage, 15 rounds, Ranged Combat 4) is a useful midgame pistol. The Browning Max-Power raises that to 12 damage but has a 10-round magazine. At Ranged Combat 5, the Savalette Guardian has a three-round burst despite 10 listed damage; this can be a better use of an attack than chasing a revolver’s larger single number. The Ruger Super Warhawk lists 16 damage at Ranged Combat 6, but revolvers cannot use Double Tap or Chainshot. That tradeoff is the whole choice: raw hit versus extra pistol skills. The Colt Manhunter (14 damage, 16 rounds, Ranged Combat 7) is a more versatile late choice. Weapon table: https://t.co/JddE0ibwjj.
Do not buy a Remington Roomsweeper thinking it replaces a normal pistol. Its 14 listed damage and spread are attractive, but it is short range, holds four shots and needs Ranged Combat 5. It is a close-range trick for a pistol specialist.
SMGs
SMGs fire two shots per attack, and each shot rolls its own hit and critical result. That makes their per-bullet listed damage misleading. An Uzi III is an early 6-damage option, an Ingram Smartgun is 8 at Ranged Combat 4, and the SCK Model 100 reaches 11 at Ranged Combat 6. The Heckler & Koch HK227 is the expensive endpoint: 12 per shot, 30-round capacity, Ranged Combat 8. They shine when you can get clean medium-range angles and take advantage of multiple hit rolls. A heavily armored target or bad cover can make a sniper or armor-piercing rifle more dependable. Weapon table: https://t.co/JddE0ibwjj.
Shotguns
A cheap Benelli Raffaello lists 12 damage with four shells; the Mossberg CMDT lists 14 with eight. The Remington 990 gives 16 damage and an eight-shell capacity at Ranged Combat 4. The Enfield AS-7 (18 damage, ten shells, Ranged Combat 6) adds burst fire. The Defiance T-250 reaches 20 damage at Ranged Combat 8 but holds five. These are short-range weapons with a chance to catch an adjacent target. Aim for a cluster of enemies, never a cluster that includes your crew. A shotgunner needs Body and a route into close cover because the range advantage belongs to the enemy until you move. Weapon table: https://t.co/JddE0ibwjj.
Assault rifles, snipers and the minigun
The AK-97 lists 10 damage and a 24-round magazine with no Ranged Combat gate, so it is a sensible starting gun. At Ranged Combat 4, the Heckler & Koch G12A3z lists 13 damage, while the FN HAR lists 12 but is more accurate, holds 36 rounds and pierces up to two armor. For a mixed Berlin run, that armor piercing can beat a bigger printed damage number. The Colt M23 lists 15 damage at Ranged Combat 6; the Ares Alpha lists 17 and holds 42 at Ranged Combat 8. An Alpha is excellent, but at ¥4,000 before smartlink, buy it only if your Rifle investment is real. Weapon table: https://t.co/JddE0ibwjj.
The Ruger 100-S sniper lists 16 damage and four rounds at Ranged Combat 3. The Walther MA-2100 (18, five rounds, Ranged Combat 6) and Ranger Arms SM-3 (20, six rounds, Ranged Combat 8) have one armor piercing. A sniper removes dangerous distant targets, but the narrow magazine and lack of burst fire make it less forgiving than the assault rifle. The Vindicator Minigun has 20 listed damage and a 30-round capacity, but demands Strength 7 plus Ranged Combat 3 and costs ¥5,000. It uses Rifle specialization. It is a planned build, not a late impulse purchase. Weapon table: https://t.co/JddE0ibwjj.
Grenade launchers, tasers and thrown weapons
The M79 costs relatively little, fires one 14-damage explosive round and needs Ranged Combat 1. Its one-shot reload is the catch. The ArmTech MGL-6 gives six 12-damage rounds at Ranged Combat 3, but takes two AP to reload. Both use Ranged Combat without a weapon specialization. If you are a Decker or Rigger with spare Ranged Combat and no room for another full skill line, an area weapon can contribute. Watch blast radius and allies. The Defiance Super Shock and Yamaha Pulsar are AP-control tasers, also without a specialization. Weapon table: https://t.co/JddE0ibwjj.
Throwing knives need their own investment. Grenades are useful even when Throwing Weapons is low, but low accuracy makes scattering around friendlies a real risk. A thrown item is best used to remove cover, set a status effect or finish a cluster, not to replace a main weapon.
Melee and fists
Unarmed damage starts from Strength. The Spiked Fist adds one damage and bleed, the Punching Dagger adds two, and the Cestus adds three at Close Combat 8. Close Combat governs hit accuracy; Unarmed improves critical chance and unlocks special attacks. For blades, the Katana is an inexpensive 4-damage option at Close Combat 3; the Axe is 6 at Close Combat 5; the Dikoted Katana is 6 at Close Combat 7 with possible AP damage on critical hits. The Centurion Laser Axe lists 7 at Close Combat 8. A melee runner should spend on movement and survival as well as damage, because every missed swing leaves you in the open. Weapon table: https://t.co/JddE0ibwjj, Strength tree: https://t.co/2f9tfxlaya.
Spend order that works
1. Raise the attribute and broad attack skill that make your chosen weapon hit. A better gun does little when the accuracy percentage is ugly.
2. Upgrade to a weapon with a useful change in mode, armor piercing, capacity or range. FN HAR, Remington 990 and Savalette Guardian each change how a fight feels; a tiny base-damage increase may not.
3. Buy the smartlink version only after checking Datajack, Essence and skill requirement. It is an accuracy purchase with a cyberware commitment.
4. Keep a backup that solves your main weapon’s weakness: pistol for a sniper, rifle for a shotgun, or a grenade for enemies clustered behind cover.
Director’s Cut companion upgrades mean you do not have to give your protagonist every gun role. Let Eiger hold a distant angle while your shotgunner pushes, or let Glory occupy the front while your rifle user chooses armored targets. The most expensive weapon is not automatically the right one for your party.
Sources: Dragonfall weapon data: https://t.co/JddE0ibwjj, GameBanshee Dragonfall equipment index: https://t.co/F8N82nX3Ji, Dragonfall cyberware and Essence: https://t.co/CMHX1KLNY2.
Shadowrun: Dragonfall — Director’s Cut: weapons worth buying
· Games / Shadowrun: Dragonfall