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

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

Emergency Hatchet#

–Cr — 1lbs — 25pts — Throwable [20ft] Damage Type: Physical

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

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#

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

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#

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. +2 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

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

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

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

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

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

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

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.