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Shadowrun: Hong Kong — Extended Edition: weapons and the good buys

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Shadowrun: Hong Kong — Extended Edition: weapons and the good buys For Hong Kong and its Shadows of Hong Kong bonus campaign on PlayStation and PC. The Hong Kong weapons table: https://t.co/zaSxCca3q6 supplies listed damage, requirements and capacities. Shop stock and special items can be mission dependent. Hong Kong changes gun balance from Dragonfall. The AK-97, for example, lists 8 damage here rather than Dragonfall's 10; the Ares Alpha requires Ranged Combat 7 rather than 8. Do not copy an old gear shopping list across campaigns. Weapon choices still follow the same principle: invest in one main accuracy and specialization line, then buy the weapon that gives a useful range, firing mode or armor answer. Fast recommendations - General purpose: rifle. The FN HAR (10 damage, Ranged Combat 4) is accurate and pierces two armor; the Colt M23 (13 damage, Ranged Combat 6) also pierces two. The Ares Alpha (16, Ranged Combat 7, 40 rounds) is a strong all-round finish. - More bullets than subtlety: Ares HVAR (14, 56 rounds, Ranged Combat 7) fires one extra shot in burst and two extra in full auto. It cannot use single or aimed shots, so it is a commitment to volume. - Close-range damage: Remington 990 (16 damage, eight rounds) is a solid middle buy. Enfield AS-7 (18, ten rounds) adds burst; Defiance T-250 (20, five rounds) rewards careful positioning and frequent reloads. - Long angles: Walther MA-2100 (18 damage, one armor piercing) or Ranger Arms SM-3 (20, one armor piercing). The Prototype Sniping Laser (20, two armor piercing) has only three shots and needs Strength 3 as well as Ranged Combat 6. - Pistols: Savalette Guardian gives burst, Colt Manhunter offers a 16-round heavy pistol, and Pistol 4 makes reloads free. A revolver has harder single hits but loses Double Tap and Chainshot. - Melee: use swords with a Strength/Close Combat/Melee investment and Qi sword powers if you are an Adept. An untrained Mage carrying an expensive sword is still an untrained Mage. Guns by family Pistols and SMGs The Ares Predator is a fair starter heavy pistol: 10 damage, 15 rounds, Ranged Combat 4. The Browning Max-Power has 12 damage but only ten rounds. The Savalette Guardian has a three-round burst at Ranged Combat 5, while the Ruger Super Warhawk delivers 16 per hit at Ranged Combat 6 but cannot use pistol special attacks. A Remington Roomsweeper behaves like a tiny spread shotgun: 14 damage, four rounds, short reach. Buy it for that job, not for regular medium-range pistol work. The Ruger Thunderbolt and Nemesis Arms Gyrojet Pistol are higher-tier alternatives; the Gyrojet's 18 damage comes with poor close accuracy and a five-round capacity. Pistol data: https://t.co/zaSxCca3q6. SMGs roll two bullets per attack. The displayed damage is for one bullet. That makes the Ingram Smartgun (8 per bullet, 30 rounds, Ranged Combat 4) more dangerous than it first looks. SCK Model 100 reaches 11 at Ranged Combat 6; Heckler & Koch HK227 reaches 12 at Ranged Combat 7. The unusual Wild One has 11 damage and a chance to hit adjacent targets, but sacrifices accuracy. Use it only when its messy spread is useful and your crew is not standing beside the target. SMG data: https://t.co/zaSxCca3q6. Shotguns The early Benelli Raffaello (12 damage, four shells) is a workable start. The Mossberg CMDT (14, eight shells) and Remington 990 (16, eight) are the sensible middle steps at Ranged Combat 4. Enfield AS-7 brings 18 damage, ten shells and burst at Ranged Combat 6. Defiance T-250 hits 20 at Ranged Combat 7 but holds five. Shotguns work at short range and can hit adjacent targets, so check the firing cone before pulling the trigger. The special Sandblaster has low 12 damage and only two shells but strips one armor on each hit; against a boss, that setup effect may do more for the whole crew than one large shot. Shotgun data: https://t.co/zaSxCca3q6. Assault rifles, snipers and heavy guns An AK-97 (8 damage, 24 rounds) is enough to start. Heckler & Koch G12A3z (11, 32 rounds, Ranged Combat 4) is a straightforward upgrade. At the same rank, the FN HAR prints only 10 but has 36 rounds, better accuracy and up to two armor piercing. That is usually the smarter gun against armored security. Colt M23 reaches 13 damage and two armor piercing at Ranged Combat 6. Ares Alpha reaches 16 and 40 rounds at Ranged Combat 7. The Ares HVAR has a different purpose: extra bullets in burst/full auto, no single or aimed fire. It can shred when you can afford the ammo and hit chance; it is less flexible when precision matters. Rifle data: https://t.co/zaSxCca3q6. For snipers, Ruger 100-S (16 damage, four rounds) is the entry at Ranged Combat 3; its smartlink version oddly asks for Ranged Combat 4. Walther MA-2100 (18, five, one armor piercing) and Ranger Arms SM-3 (20, six, one armor piercing) are the conventional upgrades. Prototype Sniping Laser is a different trade: 20 damage, two armor piercing and slight accuracy gain, but three shots and Strength 3. Snipers do not burst. Set them on a long lane with cover rather than rushing into shotgun territory. Sniper data: https://t.co/zaSxCca3q6. The Vindicator Minigun takes Ranged Combat 4 and Strength 5, lists 20 damage and 42 rounds, and uses Rifle specialization. It needs a build with both accuracy and Strength; it also takes two AP to reload. The Panther Assault Cannon belongs to the bonus campaign, so do not plan your base-campaign opening around it. Heavy weapons: https://t.co/zaSxCca3q6. Launchers, tasers, knives and grenades The M79 is a cheap area-damage option, but it reloads after every shot. The ArmTech MGL-6 gives a multi-round launcher with a two-AP reload. Launchers and tasers use broad Ranged Combat rather than Pistol or Rifle specialty, making them plausible side gear for a runner who cannot afford another deep tree. The Yamaha Pulsar has better reach and capacity than the basic Defiance taser. Splash and status effects can solve a cluster that a single bullet cannot; watch where companions stand. Weapon types: https://t.co/zaSxCca3q6. Thrown knives flush targets from cover. A basic Throwing Knife adds four damage; a Shuriken adds six and may do AP damage. That makes thrown attacks tactical even if a gun is your main kill tool, though accuracy still depends on the Throwing Weapons line. Throwing data: https://t.co/zaSxCca3q6. Swords, fists and cyberweapons Melee attacks need Strength and Close Combat, then Melee Weapons or Unarmed. A sword Adept can use Qi Focus and Qi Onslaught at higher Qi Casting ranks; a fist Adept has Killing Hands and other contact powers. Those powers make the choice more than a cosmetic weapon swap. Qi unlocks: https://t.co/hyIKx7QGnn. The Hong Kong melee table: https://t.co/zaSxCca3q6 gives a real shopping ladder: Machete (Close Combat 1, 3 damage, ¥250), Katana (3, 4 damage, ¥650), Axe (5, 6 damage, ¥1,500) and Hand-Forged Katana (5, 5 damage, ¥1,750). The axe's larger printed hit trades away a sword's critical AP pressure. At Close Combat 7, Chinese War Sword lists 6 damage for ¥3,500, Centurion Laser Axe 7 for ¥3,500, and Ares Mono-Sword 5 with armor piercing for ¥3,500. Pick the Mono-Sword when armor is the problem; pick the axe when you can land clean hits. The special Serrated Machete strips armor and bleeds, while Emperor's Sword has a ranged lightning ability. Their acquisition and availability are mission dependent, so do not assume a base shop sells them. For fists, Spiked Fist adds one damage for ¥350, Shock Glove adds two and a stun attack for ¥350, Punching Dagger adds two with bleed at Close Combat 5 for ¥1,250, and Cestus adds three with bleed at Close Combat 8 for ¥1,950. Unarmed damage also scales with Strength. These tools preserve hand-to-hand abilities while giving the attack a purpose beyond a basic punch. Unarmed table: https://t.co/zaSxCca3q6. Hong Kong adds implanted weapons. Hand Razors and Cyber Spurs use Close Combat for accuracy and Cyberware Affinity for critical chance; higher Affinity opens stronger models and attacks. Shock Hand uses Close Combat accuracy but Unarmed critical chance. The Monofilament Whip is the odd one: it uses Ranged Combat for accuracy, Cyberware Affinity for critical chance, reaches up to seven tiles and has fixed 14 damage rather than Strength scaling. Build for the weapon you will actually use, not the category name. Cyberweapon table: https://t.co/qUwcfZZ5xr; Affinity ranks: https://t.co/o7v0KZrle1. Smartlink and shopping order Smartlink versions have increased accuracy and require a Datajack; they usually cost more and may require a higher Ranged Combat rating. A Datajack costs 0.5 Essence, which matters to a caster. Read the exact weapon card before buying. Smartlink rule: https://t.co/zaSxCca3q6; Datajack: https://t.co/qUwcfZZ5xr. Spend Karma on the accuracy chain first, then buy a gun that changes the tactical problem: FN HAR for armor, AS-7 for close bursts, a sniper for a distant lane, or a launcher for area damage. Keep a backup that covers your main range weakness. Buy a shiny endgame gun only when you meet its requirement and can afford the accompanying cyberware, reloads and positioning. In Shadows of Hong Kong, reassess as the bonus campaign's equipment opens; the Panther Assault Cannon is not part of your first Hong Kong shopping trip. Sources: Hong Kong weapon table: https://t.co/zaSxCca3q6, Hong Kong cyberware and cyberweapons: https://t.co/qUwcfZZ5xr, Qi Casting skill: https://t.co/hyIKx7QGnn.

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