The assault rifle is a terrifying instrument of death. If you took Automatics as a skill, you need one, plain and simple. They’re great when you need a lot of baddies dead fast. They’re not as terrifying as combat shotguns in close quarters, but they get much better range, to the point you can snipe with them in some situations. Thanks to autofire, they’re forgiving to use, so really every archetype can make use of them.
AK-97: This is what I would characterize as the “basic” assault rifle. It’s got average stats, is legal to own, and won’t break the bank. I recommend this for two reasons: Firstly, it’s legal, so you have fewer problems with cops. Secondly, it’s cheap, so a character who isn’t specced for combat can use it easily. This is for deckers and mages everywhere. It should be noted the 97 stands for 1997. This thing’s been in use for 78 years, so you know it’s quality.
Ares Alpha: Depending on who you ask, this is either the best assault rifle in the game, or the second best behind the Yamaha Raiden. It’s got great damage, good accuracy, an integral smartlink and grenade launcher, and two points of free recoil compensation. This is a must have for Automatics gunslingers, though depending on preference you might replace it later. It’s not clear to me what stats aftermarket underbarrel grenade launchers have, so the included one might be better, worse, or identical.
Colt M23: Ganger trash. It’s got crap accuracy, crap damage, and nothing to make up for that. I would say it’s a decent budget piece, but you’d be better off with an AK-97, which still doesn’t cost much. Even for Priority E Resource builds, this is a mere maybe. This is a gun for gangs, not shadowrunners.
FN HAR: This is the Colt TZ-120 of assault rifles, designed for corporate response teams to use as standard armament. It’s identical to a AK-97 if you ignore the integral mods, and depending on if you think integral mods take up a space this might be better or worse.
Yamaha Raiden: Compared to the Ares Alpha, you lose a grenade launcher, a point of recoil compensation, and semi auto capability in exchange for a massive magazine, an integral silencer and an extra point of Accuracy. Seeing as you can add an aftermarket grenade launcher, and semi auto doesn’t matter much for an assault rifle, that might be a worthwhile tradeoff, depending on playstyle. You can’t start the game with this, sadly.
AK-98: An AK-97 with an integral grenade launcher, with no other mods. Due to the grenade launcher, it’s illegal, nixing the main advantage of the 97. While the launcher has low accuracy, thanks to the way grenades work it doesn’t actually matter, since you only need three hits anyway.
Ares HVAR: I think there’s some German errata that makes this thing fire faster (thanks Catalyst, because I totally speak German), but even then it’s subpar. It hits like a submachinegun, without any of the concealability or affordability of one. Hell, this thing has the gall to cost more than twice the superior AK-97. What were you thinking, Ares?
HK XM30: I’m not really sure what to think of this one, because of one unanswered question: Do the different configurations change concealability? If so, you might be able to sneak the carbine around, which makes it the best “SMG” in the game. If not, you have a (admittedly low powered) sniper rifle that fits in a duffel bag, which makes overwatch that much easier. Either way, don’t use this as an assault rifle, because it’s not good in that role.
Nissan Optimum II: This is a crappy assault rifle glued to a crappy shotgun, for way too much goddamn money. It’s once again more expensive than the superior AK-97, even when you account for the smartlink.
Shiawase Arms Monsoon: Monsoon indeed. This gun holds 120 rounds in six separate barrels, barrels that can accept different ammunition types. This gun serves as the gun for suppressive fire, suppressive fire that can last 6 combat turns (or around 18 seconds.) I recommend getting two of these and a reloading drone, because reloading this thing yourself would be a godawful pain. For some reason you lose a point of AP, though I’d say it’s worth it.
Colt Inception: This is a DMR, not an assault rifle. If you’re okay with that, it’s a solid option. Once more, there’s inexplicable AP loss, and the damage is merely average, but the accuracy is excellent.
Krupp Arms Kriegfaust: It’s a Colt Inception with one less point of damage and one more point of accuracy, with a drum magazine that only holds 25 rounds for some reason. Give this an ammo skip system, extended drums and load it with all sorts of crazy things. Use this if you have the insane dicepools necessary to make use of its accuracy.
SBd-44: One word: Drones. This is the cheapest assault rifle in the game, with an accuracy low enough to reflect that, but since drones can use their Sensor Rating as their accuracy stat, it doesn’t matter. Under no circumstances should you use this yourself.
Ultimax Rain Forest Carbine: There are two statblocks for this thing, one in the book and one in Missions errata, so I’ll cover them separately.
Ultimax RFC Vanilla Version: Holy cow, what? 14P Damage? Semi auto only? You sure this is an assault rifle? This is a short range sniper rifle, more like. This thing should be used as a light assault cannon, especially when loaded with explosive rounds. I don’t recommend using this particular statblock.
Ultimax RFC Mission version: With the addition of burst fire and the change from 14P to 11P damage, this thing becomes an upgraded Colt Inception. Use as a DMR, not an assault rifle. This is the statblock I’d use.