Weapons#
Melee Weapons#
| Name | Notes |
|---|---|
| Knuckle Taser | Hand slot. Built in shock charger for a shocking punch. |
| Standard Issue Knife | Concealable. Throwable [10ft]. |
| Name | Notes |
|---|---|
| Emergency Hatchet | Throwable [20ft]. |
| Ripper Blade | Two-handed. Deals +5 shatter damage to armor. |
| Shock Baton | Built in shock charger. |
Light Melee Weapons#
Knuckle Taser
Knuckle Taser#
–Cr — 0.5lbs — 20pts — Battery [Micro] Damage Type: Physical or Shock Upgrades: Shock Charger
Equipped to the hand body slot like a glove. Pressure plates help to prevent accidental activation, allowing normal use of the hands. Often worn in pairs, this classic low-profile weapon delivers a shocking punch.
Standard Issue Knife
Standard Issue Knife#
–Cr — 0.5lbs — 20pts — Concealable, Throwable [10ft] Damage Type: Physical
A reliable all-purpose combat knife. Compact enough to conceal and balanced for throwing.
Medium Melee Weapons#
Emergency Hatchet
Ripper Blade
Ripper Blade#
–Cr — 2lbs — 25pts — Battery [Small], Two-Handed Damage Type: Physical
A 2ft reciprocating serrated blade with a second handle cut out near the midsection. Designed to catch onto fabric or armor and be torn free by activating the blade with the second hand. Deals +5 shatter damage to armor.
Shock Baton
Shock Baton#
–Cr — 1lbs — 25pts — Battery [Small] Damage Type: Physical or Shock Upgrades: Shock Charger
A standard issue electrified baton used by law enforcement and security personnel. Effective at stunning and incapacitating targets.
Ranged Weapons#
| Name | Notes |
|---|---|
| Auto Pistol | Ballistic. Full-auto. Concealable. 20ft range. |
| Heavy Pistol | Ballistic. Single shot. 50ft range. |
| Laser Pistol | Battery [small]. Single shot. Burn. 60ft range. |
| Light Pistol | Ballistic. Semi-auto. Concealable. 30ft range. |
| Name | Notes |
|---|---|
| Compact Rifle | Ballistic. Full-auto. Two-handed. 30ft range. |
| Laser Rifle | Battery [small]. Single shot. Burn. Two-handed. (10) 90ft range. |
| Long Rifle | Ballistic. Single shot. Bulky. Two-handed. (10) 50ft range. |
| Shock Rifle | Battery [medium]. Single shot. Arcing. Shock. Two-handed. 20ft range. |
| Standard Issue Rifle | Ballistic. Semi-auto. Two-handed. 40ft range. |
| Name | Notes |
|---|---|
| Heavy Rotary Cannon | Ballistic. Full-auto. Bulky. Belt fed. Long reload. Two-handed. (5) 60ft range. |
Pistols#
Auto Pistol
Auto Pistol#
–Cr — 2lbs — 15pts — 20ft — Ballistic [1d6], Full-Auto, Concealable Damage Type: Physical
A compact fully automatic pistol chambered for close quarters. High rate of fire at the cost of range.
Heavy Pistol
Heavy Pistol#
–Cr — 2lbs — 18pts — 50ft — Ballistic [1d12], Single Shot Damage Type: Physical
A hard-hitting single shot sidearm with notable stopping power and effective range for a pistol.
Laser Pistol
Laser Pistol#
–Cr — 1lbs — 18pts — 60ft — Battery [Small], Single Shot, Burn Damage Type: Burn
A compact energy sidearm with excellent range for its size.
Light Pistol
Light Pistol#
–Cr — 1lbs — 15pts — 30ft — Ballistic [1d8], Semi-Auto, Concealable Damage Type: Physical
A slim, lightweight sidearm easy to conceal and quick to draw. Reliable for self-defense at moderate range.
Rifles#
Compact Rifle
Compact Rifle#
–Cr — 6lbs — 18pts — 30ft — Ballistic [1d10], Full-Auto, Two-Handed Damage Type: Physical
A lightweight automatic rifle optimized for maneuverability in tight spaces.
Laser Rifle
Laser Rifle#
–Cr — 12lbs — 20pts — (10) 90ft — Battery [Small], Single Shot, Burn, Two-Handed Damage Type: Burn
A long-range energy rifle capable of precise shots at extended distances. Minimum range of 10ft.
Long Rifle
Long Rifle#
–Cr — 12lbs — 18pts — (10) 50ft — Ballistic [1d12], Single Shot, Bulky, Two-Handed Damage Type: Physical
A heavy precision rifle designed for long-range engagements. Bulky and slow to maneuver but highly effective at distance. Minimum range of 10ft.
Shock Rifle
Shock Rifle#
–Cr — 6lbs — 20pts — 20ft — Battery [Medium], Single Shot, Arcing, Shock, Two-Handed Damage Type: Shock
An energy rifle that fires arcing electrical bolts capable of jumping between nearby targets.
Standard Issue Rifle
Standard Issue Rifle#
–Cr — 18lbs — 18pts — 40ft — Ballistic [1d10], Semi-Auto, Two-Handed Damage Type: Physical
The workhorse of military and paramilitary forces. Reliable, accurate, and effective at standard combat ranges.
Heavy Ranged Weapons#
Heavy Rotary Cannon
Heavy Rotary Cannon#
–Cr — 20lbs — 25pts — (5) 60ft — Ballistic [1d12], Full-Auto, Bulky, Belt Fed, Long Reload, Two-Handed Damage Type: Physical
A devastating multi-barrel rotary cannon fed by an external ammunition belt. Requires time to spin up and reload, but delivers overwhelming suppressive fire.
Weapon Upgrades#
| Upgrade | Notes |
|---|---|
| Bipod | Rifles, Heavy Ranged. +4 attack when deployed, +10ft minimum range. |
| Drum Magazines | All ballistic. Increased ammo die size. |
| Extended Barrel | Pistols, Rifles. +20ft normal range. |
| Forward Assault Shield | Heavy Ranged. Partial cover, -1 attack while active. |
| Overcharge Chamber | All battery ranged. 3/day increase a damage die by one size. |
| Recoil Compensation System | All ballistic. +1 attack, negates zero-g knockback. |
| Reflex Sight | All ranged. +2 to attacks at normal range. |
| Upgrade | Notes |
|---|---|
| Shock Charger | All melee. +2 damage, changes type to shock. FORT check or lose 1 AP. |
| Weighted Core | Medium melee, polearms, two-handed. +3 damage. Loses throwable tag. |
Ranged Weapon Upgrades#
Bipod
Bipod#
–Cr — 1lbs Compatibility: Rifles, Heavy Ranged Weapons
Deployable stabilization that increases accuracy. Can be deployed on a solid surface for 1 AP. Grants a +4 bonus to attack when deployed, but increases minimum range by 10ft.
Drum Magazines
Extended Barrel
Extended Barrel#
–Cr — 1lbs Compatibility: Pistols, Rifles
Increases the normal range of a weapon by 20ft.
Forward Assault Shield
Forward Assault Shield#
–Cr — 3lbs Compatibility: Heavy Ranged Weapons
A mounted ballistic shield that provides partial cover from the front but causes a -1 penalty to attack while active. Can be deployed or folded away for 1 AP.
Overcharge Chamber
Overcharge Chamber#
–Cr — 0lbs Compatibility: All Battery Based Ranged Weapons
Allows a temporary power boost. 3/day the user can spend an extra supply roll to increase a single damage die by one size. This effect can be stacked multiple times to increase multiple damage dice of the same attack but cannot affect a single die more than once.
Recoil Compensation System
Reflex Sight
Reflex Sight#
–Cr — 0lbs Compatibility: All Ranged Weapons
A holographic sight that improves target acquisition. Grants +2 to attacks made at normal range.