Ranged Weapons

Most ranged weapons are illegal to carry around on an everyday basis, and the campaign world isn't that dangerous anyway. Special permits, mutant powers or a high Concealment skill will allow you to carry most of these, but keep in mind that no cop likes to see deadly weapons being carried down the street and will probably radio it in at the very least.

Muscle-Powered

shuriken 1/2 d6 RKA, 1 Charge (recoverable), OAF Cost: 10 active, 4 real
light bow & target arrows 1d6 RKA, Armor Piercing, 20 Charges, Costs END, OAF Cost: 26 active, 10 real
hunting bow & razor-tipped arrows 2d6 RKA, Armor Piercing, 12 Charges, Costs END, OAF Cost: 45 active, 18 real
Things (chairs, cars, trees, other characters, those sorts of things) You do your STR damage to both your target and the thrown object, limited by the objects DEF+BODY. Cost: varies - do you have insurance?

Guns

standard pistol (.38 Special, Walther PPK) 1d6 RKA, 8 Charges, OAF Cost: 15 active, 6 real
big pistol (.44 Magnum) 2d6 RKA, 6 Charges, OAF Cost: 30 active, 11 real
submachine gun (Uzi, Thompson) 1d6 RKA, 30 Charges, Autofire x5, OAF Cost: 26 active, 13 real
rifle (Springfield M1903, M-1 Garand) 2d6+1 RKA, 8 Charges, OAF Cost: 35 active, 14 real
assault rifle (M16, AK47, FN-FAL) 2d6 RKA, Autofire x5, 10 Charges, 2 Clips, OAF Cost: 45 active, 22 real
net gun 4d6 Entangle (net), 1 Charge, OAF Cost: 40 active, 10 real

Energy Weapons

energy pistol 7d6 EB, 16 Charges, OAF Cost: 35 active, 17 real
energy rifle 9d6 EB, 12 Charges, OAF Cost: 45 active, 20 real
taser pistol 4d6 NND (Force Field or non-conductive Armor), 6 Charges, OAF Cost: 40 active, 15 real
taser rifle 3d6 NND (Force Field or non-conductive Armor), Autofire x5, 15 Charges, OAF Cost: 45 active, 22 real
shock cannon 4d6 EB, Area Effect (line), 30 Charges, STUN Only, OAF Cost: 45 Active, 18 real

Ammunition

Armor Piercing This is reasonably common, though illegal, and may be applied to most weapons.
HAPI-TAPS Holistic Anti-Paranormal bullets. These are hollow-point bullets made from cold iron and silver, filled with holy water, mercury and a wood sliver, with military versions also containing white phosphorus. They don't do any extra damage but will activate appropriate Susceptibilities and Vulnerabilities.