[
 {
    "name": "Anti-Materiel Rifle",
    "tech_age": "Late Mechanical",
    "range": "Rifle",
    "cost": 1200,
    "mag": 5,
    "ammo_cost": 100,
    "damage": "5d6",
    "aspects": ["Scope", "AV 2d6"],
    "description": "A rifle that fires re-purposed Heavy Machinegun or light cannon ammunition. Some are used as sniper rifles among elite soldiers."
  },
  {
    "name": "Assault Rifle",
    "tech_age": "Early Atomic",
    "range": "Assault",
    "cost": 300,
    "mag": 30,
    "ammo_cost": 15,
    "damage": "3d6",
    "aspects": ["Auto"],
    "description": "The standard military weapon on mid-tech worlds. An automatic rifle that fires an intermediate caliber. At the Referee's discretion, its ammunition, or even magazines, may be interchangeable with those of a Carbine."
  },
  {
    "name": "Bow",
    "tech_age": "Early Primitive",
    "range": "Rifle",
    "cost": 60,
    "mag": 1,
    "ammo_cost": 10,
    "damage": "2d6",
    "aspects": [],
    "description": "These are muscle-powered ranged weapons. Arrows for a bow or bolts for a crossbow are stored in a quiver of 20, which counts as one encumbrance item. A Bow may fire once per Action."
  },
  {
    "name": "Crossbow",
    "tech_age": "Late Primitive",
    "range": "Rifle",
    "cost": 75,
    "mag": 1,
    "ammo_cost": 10,
    "damage": "3d6",
    "aspects": [],
    "description": "These are muscle-powered ranged weapons. Arrows for a bow or bolts for a crossbow are stored in a quiver of 20, which counts as one encumbrance item. A Crossbow requires 2 actions to reload."
  },
  {
    "name": "Carbine",
    "tech_age": "Early Atomic",
    "range": "Assault",
    "cost": 400,
    "mag": 20,
    "ammo_cost": 15,
    "damage": "3d6",
    "aspects": ["Auto"],
    "description": "This weapon is popular among vehicle crews and light infantry due to its handiness and light weight. Carbines often fire regular assault rifle ammunition, but some fire pistol ammunition. Carbines count as one encumbrance item."
  },
  {
    "name": "Gyrojet Rifle",
    "tech_age": "Early Space",
    "range": "Assault",
    "cost": 900,
    "mag": 20,
    "ammo_cost": 15,
    "damage": "3d6+2",
    "aspects": ["Auto", "Zero-G"],
    "description": "Designed for use in zero-G environment, gyrojet weapons fire small, self-propelled rocket rounds. They have minimal recoil and work in vacuum as well."
  },
  {
    "name": "Gyrojet Pistol",
    "tech_age": "Early Space",
    "range": "Handgun",
    "cost": 400,
    "mag": 8,
    "ammo_cost": 10,
    "damage": "2d6+2",
    "aspects": ["Zero-G"],
    "description": "Designed for use in zero-G environment, gyrojet weapons fire small, self-propelled rocket rounds. They have minimal recoil and work in vacuum as well."
  },
  {
    "name": "Light Machinegun",
    "tech_age": "Late Mechanical",
    "range": "Rifle",
    "cost": 1200,
    "mag": 100,
    "ammo_cost": 125,
    "damage": "3d6",
    "aspects": ["Auto", "Bulky"],
    "description": "This is the standard mid-tech squad-level support automatic weapon and is typically belt-fed. Light machine guns count as two items for encumbrance purposes."
  },
  {
    "name": "Pulse Rifle",
    "tech_age": "Late Space",
    "range": "Assault",
    "cost": 1000,
    "mag": 40,
    "ammo_cost": 30,
    "damage": "3d6+3",
    "aspects": ["Auto"],
    "description": "An advanced automatic rifle that fires electrically ignited, caseless, high explosive, armor-piercing rounds. The ultimate in projectile weaponry. The pulse rifle provides a high rate of fire and a large magazine capacity."
  },
  {
    "name": "Revolver",
    "tech_age": "Early Mechanical",
    "range": "Handgun",
    "cost": 150,
    "mag": 6,
    "ammo_cost": 5,
    "damage": "2d6+1",
    "aspects": [],
    "description": "A simple handgun that uses a manually loaded rotating drum to feed the action. Revolvers are reliable weapons."
  },
  {
    "name": "Rifle",
    "tech_age": "Early Mechanical",
    "range": "Rifle",
    "cost": 500,
    "mag": 8,
    "ammo_cost": 15,
    "damage": "3d6+3",
    "aspects": [],
    "description": "The standard military firearm on low-tech worlds. Rifles use larger caliber projectiles and are common hunting weapons on the interstellar frontier."
  },
  {
    "name": "Semi-Auto Pistol",
    "tech_age": "Late Mechanical",
    "range": "Handgun",
    "cost": 150,
    "mag": 16,
    "ammo_cost": 7,
    "damage": "2d6",
    "aspects": [],
    "description": "This is a handgun fed from a magazine. One pull of the trigger fires one bullet. At the Referee's discretion, its ammunition, or even magazines, may be interchangeable with those of a Submachine Gun."
  },
  {
    "name": "Shotgun",
    "tech_age": "Early Mechanical",
    "range": "Assault",
    "cost": 200,
    "mag": 6,
    "ammo_cost": 10,
    "damage": "4d6",
    "aspects": ["Scatter."],
    "description": "A smoothbore weapon that fires shot pellets capable of hitting multiple targets at once. Shotguns are effective short-ranged weapons, but are not useful beyond Near Range, or against armored targets. These particulate stats represent a pump-action weapon with an internal magazine."
  },
  {
    "name": "Sniper Rifle",
    "tech_age": "Late Mechanical",
    "range": "Rifle",
    "cost": 800,
    "mag": 5,
    "ammo_cost": 30,
    "damage": "3d6+3",
    "aspects": ["Scope"],
    "description": "This rifle is a higher quality version of the standard rifle, with better optics. It fires higher quality ammunition as well."
  },
  {
    "name": "Stealth Pistol",
    "tech_age": "Early Space",
    "range": "Handgun",
    "cost": 500,
    "mag": 6,
    "ammo_cost": 20,
    "damage": "2d6",
    "aspects": [],
    "description": "This is an especially light, discreet, and concealable weapon made from advanced polymers. A stealth pistol can also be disguised as more innocuous items, like comms, digital recorders, and so on."
  },
  {
    "name": "Submachine Gun",
    "tech_age": "Late Mechanical",
    "range": "Assault",
    "cost": 500,
    "mag": 30,
    "ammo_cost": 20,
    "damage": "2d6",
    "aspects": ["Auto"],
    "description": "This is a light automatic weapon that fires pistol rounds. It is intended for close quarters combat and counts as one item for encumbrance purposes."
  },
   {
    "name": "Blaster Pistol",
    "tech_age": "Late Interstellar",
    "range": "Handgun",
    "cost": 5000,
    "mag": 20,
    "ammo_cost": 100,
    "damage": "3d6+2",
    "aspects": ["Laser", "AV 1d6"],
    "description": "Blasters are advanced laser weapons with greater power and penetration. Their power packs are rechargeable from any major power source, such as a ship’s power plant [1]."
  },
  {
    "name": "Blaster Rifle",
    "tech_age": "Late Interstellar",
    "range": "Rifle",
    "cost": 10000,
    "mag": 50,
    "ammo_cost": 500,
    "damage": "4d6+3",
    "aspects": ["Auto", "Laser", "AV 2d6"],
    "description": "Blasters are advanced laser weapons with greater power and penetration. Their power packs are rechargeable from any major power source, such as a ship’s power plant [1]."
  },
  {
    "name": "Laser Pistol",
    "tech_age": "Late Space",
    "range": "Handgun",
    "cost": 1500,
    "mag": 10,
    "ammo_cost": 50,
    "damage": "3d6",
    "aspects": ["Laser"],
    "description": "A handgun-sized directed energy weapon. Its power pack is rechargeable from any major power source, such as a ship’s power plant [1]."
  },
  {
    "name": "Laser Rifle",
    "tech_age": "Early Space",
    "range": "Rifle",
    "cost": 3500,
    "mag": 20,
    "ammo_cost": 100,
    "damage": "4d6",
    "aspects": ["Laser", "AV 1d6"],
    "description": "A long-range version of the laser pistol, with better armor penetration, range, and even light anti-vehicular capabilities [1]."
  },
  {
    "name": "Plasma Rifle",
    "tech_age": "Early Galactic",
    "range": "Rifle",
    "cost": 15000,
    "mag": 10,
    "ammo_cost": 500,
    "damage": "6d6",
    "aspects": ["Fire", "AV 3d6"],
    "description": "The ultimate small arms, using miniaturized plasma gun technology to propel magnetically shaped pockets of super-hot ionized plasma at its targets [1]."
  },
  {
    "name": "Plasma Pistol",
    "tech_age": "Late Galactic",
    "range": "Handgun",
    "cost": 10000,
    "mag": 6,
    "ammo_cost": 200,
    "damage": "5d6",
    "aspects": ["Fire", "AV 3d6"],
    "description": "The ultimate small arms, using miniaturized plasma gun technology to propel magnetically shaped pockets of super-hot ionized plasma at its targets [1]."
  },
  {
    "name": "Stunner",
    "tech_age": "Early Interstellar",
    "range": "Assault",
    "cost": 600,
    "mag": 10,
    "ammo_cost": 10,
    "damage": "3d6+1",
    "aspects": ["Stun", "Zero-G"],
    "description": "Firing a precise electromagnetic pulse, this non-lethal weapon disrupts the target's neural processes, leading to incapacitation and potentially unconsciousness. The stunner counts as one item for encumbrance purposes [2]."
  }
]