All costs are in Hubucks (the coin used in the Hub). Ammo refers to the ammunition it uses (meaning that you might be able to find similar ammo in other worlds), Damage is how much damage it causes on an ememy (would be greater if you hit in a dangerous part like the head or the heart), AC is how many shots you have per charger, CPS is how much one shot costs and Cost is the weapon's cost.
Weapons
Weapon
Ammo
Damage
AC
CPS
Cost
Other
Pistol 9mm 1d10 15 1 1,200
Shotgun 2.75'' 1d10+2 8 0.5 1,300
SMG 9mm 1d10+1 30 0.3 1,500
Rifle 7.92mm 1d10+2 40 1.5 1,500
Rifle Grenades N/A 2d10 1 20
Sniper Rifle 15mm 2d10 5 5 4,800
E-Gun E-cell 1d10+1 20 0 2,000
E-Rifle E-cell 1d10+4 10 0 3,000
RPG Ex-Grenade 6d10 5 50 6,000
Grenade Launcher Grenade N/A N/A 2,500
Beanbag 1d10/5 1 $15 N/A Crowd control
Explosive 2d10 1 $20 N/A
Illumination N/A 1 $25 N/A Illuminates
Net N/A 1 $40 N/A Throws a net
Smoke N/A 1 $15 N/A Produces smoke
Melée Weapon
Damage
Cost
Axe ST/10+5 40
Blade ST/10 30
Club ST/10 20
Knife ST/20+5 15
Grenade
Damage
Cost
Other
Chaff N/A 20 1d10 on robots, inutilizes electronics
Concussion 2d10 10 No shrapnel
Fragmentation 3d10 20 Shrapnel
Incendiary 2d10+5 50 Causes fire
Smoke N/A 30 Smoke curtain
Stun N/A 20 Flashbang
Ship Weapon
Level Damage
CPS
Cost
Energy
Other
Missile Launcher I 2d10 100 10,000 1 Shoots 1 Missile
II 3d10 150 12,000 1
III 4d10 200 14,000 1
Laser Beam I 1d10 N/A 10,000 1 Shoots a laser
II 2d10 N/A 12,500 3
III 3d10 N/A 15,000 5
Ion Ball Shooter I 1d10/2 N/A 6,000 2 Disconnects system during 20s
II 1d10 N/A 12,000 4 Disconnects system during 40s
II 3d10/2 N/A 18,000 6 Disconnects system during 60s