Weapons#

Melee Weapons#

NameNotes
Knuckle TaserHand slot. Built in shock charger for a shocking punch.
Standard Issue KnifeConcealable. Throwable [10ft].
NameNotes
Emergency HatchetThrowable [20ft].
Ripper BladeTwo-handed. Deals +5 shatter damage to armor.
Shock BatonBuilt in shock charger.

Light Melee Weapons#

Knuckle Taser

–Cr — 0.5lbs — 6 Object DEF — 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

–Cr — 0.5lbs — 6 Object DEF — 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

–Cr — 1lbs — 10 Object DEF — Throwable [20ft] Damage Type: Physical

A sturdy hatchet designed for emergency use. Equally suited to breaching, survival tasks, and close combat.

Ripper Blade

–Cr — 2lbs — 16 Object DEF — 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. Unlike most weapons, the Ripper Blade can target equipped armor with the Shatter action, dealing damage to the armor’s Object DEF instead of the wearer. Deals +5 shatter damage when used this way.

Shock Baton

–Cr — 1lbs — 10 Object DEF — 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#

NameNotes
Auto PistolBallistic. Full-auto. Concealable. 20ft range.
Heavy PistolBallistic. Single shot. 50ft range.
Laser PistolBattery [small]. Single shot. Burn. 60ft range.
Light PistolBallistic. Semi-auto. Concealable. 30ft range.
NameNotes
Compact RifleBallistic. Full-auto. Two-handed. 30ft range.
Laser RifleBattery [small]. Single shot. Burn. Two-handed. (10) 90ft range.
Long RifleBallistic. Single shot. Bulky. Two-handed. (10) 50ft range.
Shock RifleBattery [medium]. Single shot. Arcing. Shock. Two-handed. 20ft range.
Standard Issue RifleBallistic. Semi-auto. Two-handed. 40ft range.
NameNotes
Heavy Rotary CannonBallistic. Full-auto. Bulky. Belt fed. Long reload. Two-handed. (5) 60ft range.

Pistols#

Auto Pistol

–Cr — 2lbs — 8 Object DEF — 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

–Cr — 2lbs — 8 Object DEF — 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

–Cr — 1lbs — 8 Object DEF — 60ft — Battery [Small], Single Shot Damage Type: Burn

A compact energy sidearm with excellent range for its size.

Light Pistol

–Cr — 1lbs — 8 Object DEF — 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

–Cr — 6lbs — 8 Object DEF — 30ft — Ballistic [1d10], Full-Auto, Two-Handed Damage Type: Physical

A lightweight automatic rifle optimized for maneuverability in tight spaces.

Laser Rifle

–Cr — 12lbs — 8 Object DEF — (10) 90ft — Battery [Small], Single Shot, Two-Handed Damage Type: Burn

A long-range energy rifle capable of precise shots at extended distances. Minimum range of 10ft.

Long Rifle

–Cr — 12lbs — 8 Object DEF — (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

–Cr — 6lbs — 8 Object DEF — 20ft — Battery [Medium], Single Shot, Arcing, Two-Handed Damage Type: Shock

An energy rifle that fires arcing electrical bolts capable of jumping between nearby targets.

Standard Issue Rifle

–Cr — 18lbs — 8 Object DEF — 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

–Cr — 20lbs — 8 Object DEF — (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#

UpgradeNotes
BipodRifles, Heavy Ranged. +4 attack when deployed, +10ft minimum range.
Drum MagazinesAll ballistic. Increased ammo die size.
Extended BarrelPistols, Rifles. +20ft normal range.
Forward Assault ShieldHeavy Ranged. Partial cover, -1 attack while active.
Overcharge ChamberAll battery ranged. 3/day increase a damage die by one size.
Recoil Compensation SystemAll ballistic. +1 attack, negates zero-g knockback.
Reflex SightAll ranged. +2 to attacks at normal range.
UpgradeNotes
Shock ChargerAll melee. +1 damage, changes type to shock. FORT check or lose 1 AP.
Weighted CoreMedium melee, polearms, two-handed. +3 damage. Loses throwable tag.

Ranged Weapon Upgrades#

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

–Cr — 4lbs Compatibility: All Ballistic Ranged Weapons

A high capacity magazine that increases the max ammo die size of a ballistic weapon by two sizes (max d12), but causes a -1 attack penalty due to the added weight, and removes any Concealable tag.

Extended Barrel

–Cr — 1lbs Compatibility: Pistols, Rifles

Increases the normal range of a weapon by 20ft.

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

–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

–Cr — 1lbs Compatibility: All Ballistic Ranged Weapons

Significantly reduces the effects of recoil. Eliminates the knockback effect of full-auto ballistic weapons in zero gravity and grants a +1 bonus to attacks.

Reflex Sight

–Cr — 0lbs Compatibility: All Ranged Weapons

A holographic sight that improves target acquisition. Grants +2 to attacks made at normal range.

Melee Weapon Upgrades#

Shock Charger

–Cr — 1lbs Compatibility: All Melee Weapons

Adds +1 damage to attacks and changes the damage type to Shock. On a successful hit, the target must succeed on a target 6 FORT check or lose 1 AP during their next turn. Can be toggled on and off for 0 AP.

Weighted Core

–Cr — 3lbs Compatibility: Medium Melee Weapons, Polearms and Staffs.

A dense weight added to the striking end of the weapon, increasing damage dealt by +3. The weapon loses the Throwable tag if it had it, and users with less than 2 STR are at a disadvantage when making attacks.