Weapons

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Melee Weapons

Weapon Tech Level Range Damage Heft Mass (kg) Cost (Crs.)
Unarmed Attack - Melee(Unarmed) 1d6 + Strength modifer - - -
Improvised Weapon - Melee (Unarmed Attack or Appropriate Weapon) 2d6 -2 1 2 -
Club 1 Melee(Bludgeon) 2d6 0 1 -
Dagger 1 Melee (Small Blade) or
Ranged (Thrown)
1d6 + 2 - - 10
Shield 1 Melee (Unarmed) 1d6 - 3 50
Staff 1 Melee (Bludgeon) 2d6 1 2 -
Blade 2 Melee (Small Blade) 2d6 - .5 50
Broadsword 2 Melee (Large Blade) 4d6 2 3 300
Cutlass 2 Melee (Large Blade) 2d6 + 4 -1 1 100
Rapier 3 Melee (Large Blade) 1d6 + 4 -2 .5 100
Stunstick 8 Melee (Bludgeon) 1d6 - .5 300
Laser Sword 9
15
Melee (Blade) 4d6 - 2 - .5 -

Blade

A hybrid knife weapon, somewhere between a dagger and a cutlass, with a large basket hilt.

Broadsword

A heavy two-handed sword.

Cutlass

The standard shipboard blade weapon, often kept near airlocks to repel boarders.

Rapier

A dueling foil. A character using a rapier increases their effective Melee (large blade) skill by one level when parrying.

Club

Humanity’s first weapon. Whether a handy length of metal piping or an extending riot baton made of advanced polymers, the club remains a popular and practical weapon wherever intelligent species gather.

Dagger

A small knife weapon, approximately 20 centimeters in length. Daggers are especially suited to close-quarters combat – while grappling someone armed with a dagger can do Effect + 4 damage if they choose to hurt their opponent.

Improvised Weapon

When there’s no real weapon available and your bare hands just aren’t enough, any snatched-up object can be used as an impromptu club.

Laser Sword

The Tech level 9 version is unstable and there is a slight risk of explosion upon initial power-up. Everytime the TL 9 version is used, the user rolls a flat 2d6, if 6+, no issue, if not, the laser sword explodes dealing 2d6 to everybody in a 2d6 meter radius. There is no price for this item as it is not sold anywhere. The only known way as of late to acquire this weapon is to join the Zeta Infantry. This weapon is known to able to cut through all materials, including blast doors. Whether this is fact, or simply an elaborate story is currently unknown.

Shield

A character using a shield increases their effective Melee (unarmed) skill by one level when parrying. A character with no Melee counts as having Melee 0 when using a shield to parry.

Staff

A length of wood or metal that can be used in a variety of combat styles, to aid walking, or to poke potentially dangerous things from a distance.

Stunstick

This melee weapon deals 2d6 stun damage in addition to its normal damage. A character struck by a stun stick must make an Endurance check with a negative DM equal to the stun damage(after armor is subtracted). If this Endurance check is failed, the character is knocked unconscious.

Unarmed Attack

Bare fists. Martial arts.

Slug Throwers

Traditional guns, they require actual bullets. Lighter and cheaper than energy weapons.

Weapon Tech Level Range Damage Auto Recoil Mass (kg) Magazine Cost (Crs.) Ammo Cost (Crs.)
Antique Pistol 3 Ranged (Pistol) 3d6 - 6 No -1 1 1 100 5
Revolver 5 Ranged (Pistol) 3d6 - 3 No 0 1 6 150 5
Autopistol 6 Ranged (Pistol) 3d6 - 3 No 0 .5 15 200 10
Snub Pistol 8 Ranged (Pistol) 3d6 - 3 No - - 6 150 10
Body Pistol 8 Ranged (Pistol) 3d6 - 3 No -1 - 6 500 20
Gauss Pistol 13 Ranged (Pistol) 3d6 4 -1 .5 40 500 20
Antique Rifle 3 Ranged (Rifle) 3d6 - 3 No -1 6 1 100 10
Rifle 5 Ranged (Rifle) 3d6 No 0 5 20 200 10
Autorifle 6 Ranged (Rifle) 3d6 4 1 5 20 1,000 10
Assualt Rifle 7 Ranged (Assault Rifle) 3d6 4 1 4 30 500 15
Accelerator Rifle 9 Ranged (Rifle) 3d6 No - 2 15 900 30
Advanced Combat Rifle(ACR) 10 Ranged (Rifle) 3d6 6 0 3 40 1,000 15
Gauss Rifle 12 Ranged (Rifle) 4d6 4 0 4 80 1,500 40
Shotgun 4 Ranged (Shotgun) 4d6 No 2 4 6 200 10
Gauss Squad Automatic Weapon 12 Ranged (Rifle) 4d6 10 0 6 200 9,000 800
Tranq Gun 2000 cr 15 shots

Accelerator Rifle

Also known as gyrojet weapons, accelerator rifles are designed for zero-gravity combat. They fire tiny missiles that leave the rifle with minimal velocity and thus minimal recoil, then accelerate to high speed.

Advanced Combat Rifle(ACR)

The ultimate evolution of the conventional firearm, advanced combat rifles are the weapon of choice for many military units. Standard equipment includes an electronic battlefield sight, incorporating both light amplification and IR abilities, visual magnification up to 5x zoom, and a laser rangefinder which may also be used as a target painting device (reveals exact distance to target). The weapon is also gyroscopically stabilized during firing (as a gyroscopic stabilizer, already included in the stats).

Antique Pistol

A flintlock or other primitive projectile weapon. Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique pistols require three minor actions and a successful Gun Combat (slug pistol) check to reload. Failure means you have to start again.

Antique Rifle

A musket or other primitive rifle. Unless the weapon is especially well made, it will have a –1 DM to attacks. Antique rifles require three minor actions and a successful Gun Combat (slug rifle) check to reload. Failure means you have to start again.

Autopistol

Variants of this semi-automatic pistol are the standard sidearm for law enforcement officers and criminals across the Imperium.

Autorifle

Automatic rifles have a higher muzzle velocity and are capable of automatic fire. Also termed battle rifles.

Body Pistol

Body pistols are manufactured from plastics and cultured bone, making them very difficult to detect using conventional weapons scanners. Body pistols increase the difficulty of Sensors checks to detect them to Very Difficult (–4).

Gauss Rifle

Gauss rifles replace conventional rifles at TL 13. Like the smaller gauss pistol, rifles fire high-velocity projectiles using electromagnetic rails.

Gauss Pistol

Gauss pistols use electromagnetic coils to accelerate metallic darts to hypersonic speeds. Gauss weapons are lightweight, efficient and deadly.

Gauss Squad Automatic Weapon

A heavier-duty, fully-automatic version of the gauss rifle, the gauss SAW is capable of a higher sustained rate of fire and can be used as either a man-portable weapon or mounted on a vehicle. The weapon comes equipped with a bipod, laser designator mounted in the foregrip (with both IR and visible light modes as selectable by the operator), a folding carry grip, and electronic battlesights (thermal imaging and telescopic holosight).

The weapon operates on the same basic principles as the gauss rifle and uses the same ammunition. The main difference is in the heavier barrel and mag-rail system to allow greater rates of sustained fire without overheating and failing. While previous versions of the weapon have been able to use the same magazines as the gauss rifle, it was found that this option was rarely used by the soldiers in the field, who instead wanted a higher ammunition capacity than the 200 round drums, or 40 round magazines. Accordingly, Kemmer-Lansing Gbmh has developed the G-SAW MkII mod B...called the "zipper" or "zipgun" by the troops who use it.

The 200 rd belt box magazine allows the weapon to fire 10 rd bursts which give it the improved ability to engage up to 5 targets at a time with two chances to hit each for 4D6 damage per hit using the same ammunition and modifiers for armor and range as the gauss rifle. The belt is actually a thin plastic strip with the needle rounds embedded within it. The battery inside the magazine powers the weapon and a geared drive motor in the receiver.

When the cap is stripped off the factory sealed magazine the end of the ammo belt pops out, ready to be engaged by the ammo feed drive. The drive pulls the belt through the receiver chamber where the rounds are accelerated down the barrel by the mag-rail system. If a round fails to disengage from the plastic belt then the drive merely continues to pull the belt out of the chamber to allow smooth feeding of the following rounds on the belt. This development of the chain drive ensures no jamming occurs in a properly maintained weapon. Failure of rounds is found to be less than 1% so no significant loss of firepower results.

If the weapon is used in an emplacement position, such as a bunker, or on a vehicle pintle mount it can be jacked into the local power source and larger capacity ammunition drums, called "Garrison Cans" and loaded with 1000 rounds, can be used to feed the weapon.

Warning : the use of these cans requires the use of an external power source to operate the weapon since these ammunition sources do not contain batteries. The manufacturer assumes no liability for malfunction of the weapon should this warning be disregarded.

Revolver

A conventional six-shooter handgun. Revolvers take two minor actions to reload.

Rifle

A long-range hunting rifle or light infantry weapon. Reloading a rifle requires two minor actions.

Shotgun

Shotguns are smoothbore weapons that typically fire ammunition consisting of multiple small pellets. They are most effective at shorter ranges. A shotgun using pellet ammunition ignores Dodge dice modifiers, but Armour gives double protection against pellet attacks. A shotgun can also fire solid slugs, which follow all the normal rules for shooting.

Snub Pistol

These lightweight, low-recoil weapons were designed for use aboard spacecraft and in zero gravity.

Energy Weapons

Weapon Tech Level Range Damage Auto Recoil Mass (kg) Magazine Cost (Crs.) Power Pack (Crs.)
Laser Pistol 9
11
Ranged (Pistol) 3d6
3d6 + 3
No - 3 100 2,000
3,000
1,000
3,500
Stunner 8
10
12
Ranged (Pistol) Max range is short 2d6
2d6 + 3
3d6
No - .5 100 500
750
1,000
200
200
200
Laser Carbine 9
11
Ranged(Assault Weapon) 4d6
4d6 + 3
No - 4
3
50 2,500
4,000
1,000
3,000
Laser Rifle 9
11
Ranged (Rifle) 5d6
5d6 + 3
No - 8
5
100 3,500
8,000
1,500
3,500
Plasma Rifle 16 Ranged (Rifle) 6d6 No -1 6 - 100,000 -

Laser Carbine

Laser carbines are shorter and lighter than laser rifles, and have a correspondingly shorter range.

Laser Pistol

The TL 9 pistol is bulky, but effective, with no recoil and a large magazine. At TL 11, advances in battery technology and miniaturization mean that the pistol is no larger than a conventional firearm, but must still be connected to a battery pack for sustained use.

Laser Rifle

Laser rifles are highly accurate at long range. They are powered by heavy backpacks, although they have an internal battery that can store enough energy for six shots for mobile sniping.

Plasma Rifle

TL 16 technology allows the bulky reactor and plasma chamber of the PGMP to be made small enough to fit into a rifle frame. The plasma rifle is a high-power sniper weapon designed to crack Battle Dress. Because of its internal reactor it never runs out of ammunition.

Stunner

Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armour is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Grenades

Weapon Tech Level Range Damage Mass (kg) Blast Radius (meters) Cost (Crs.)
Frag 6 Ranged (Thrown) 5d6
3d6
1d6
.5 3
6
9
30
Smoke 6 Ranged (Thrown) None .5 6 15
Stun 6 Ranged (Thrown) 3d6 .5 6 30
Aerosol 9 Ranged (Thrown) None .5 6 15
Sonic 9 Ranged(Thrown) None .5 6 30

Aerosol Grenade

Aerosol grenades create a fine mist six meters in radius that diffuses lasers but does not block normal vision. Any laser attack made through the mist has its damage reduced by 10. Laser communications through the mist are completely blocked. The mist dissipates in 1d6 + 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Frag Grenade

The damage from fragmentation grenades decreases with distance from the blast.

Smoke Grenade

Smoke grenades create a thick cloud of smoke six meters in radius, centered on the location of the grenade. This smoke imposes a –2 DM on all attacks within or through the cloud (doubled for laser weapons). Smoke dissipates in 1d6 + 3 rounds, although high winds and other extreme weather can sharply reduce this time.

Stun Grenade

Stun weapons are non-lethal and do not inflict normal damage. A character struck by a stun weapon must make an Endurance check with a negative DM equal to the damage (after armor is subtracted). If this Endurance check is failed the character is knocked unconscious. If the Endurance check is successful, the character is unaffected by the weapon and the stun damage is ignored.

Sonic Grenade

They produce a loud high pitched sound. Any creature in the blast radius must make an endurance check. If failed, they pass out for 1d6 minutes.