weapons and armor
Weapons and armor may have special qualities DM will inform players of these qualities.
Weapon TL Required Damage Heft Cost Mass Special
Skill (Cr.) (Kg)
Club/Baton(Spanner) 0 Melee (Bludgeon) 2d6 0 – 1 –
Heavy Mace(Sledgehammer) 1 Melee (Bludgeon) 3d6 2 30 5
Light Mace 1 Melee (Bludgeon) 2d6+2 3 20 2
Martial Arts Flail 1 Melee (Bludgeon) 2d6+1 0 10 0.5 –
Great Mace 2 Melee (Bludgeon) 3d6+3 4 50 7
Morningstar Flail 2 Melee (Bludgeon) 4d6 3 100 6
Sap 2 Melee (Unarmed) 1d6+1d6+1 stun 0 30 1
Shock Baton 8 Melee (Bludgeon) 2d6+1d6Stun 0 350 0.75 Stun
Anti-Armour Flail
as flail 8 Melee (Bludgeon) 3d6 2 400 2.75 Mace
when detonating 4d6
Static Maul 11 Melee (Bludgeon) 3d6 2 650 2 Mace
Grav Mace 13 Melee (Bludgeon) 5d6 4 1,000 5 Mace
Stone Axe 0 Melee (Bludgeon) 2d6+2 1 0 1.5 Mace
Hatchet/hand axe 1 Melee (Axe) 2d6+1 0 25 1.5 can be thrown 10 meters
Battle Axe(Fire Axe) 1 Melee (Axe) 3d6 2 40 3 –
Great Axe (Wood Axe) 2 Melee (Axe) 4d6+2 2 60 6 –
Halberd 2 Melee (Axe) 3d6+2 1 90 8 –
War Pick 2 Melee (Axe) 2d6+2 1 100 3 –
Boarding Axe 9 Melee (Axe) 3d6+2 1 120 2 –
Static Axe 10 Melee (Axe) 4d6+1 2 300 6 –
Chaindrive Axe 10 Melee (Axe) 4d6 2 250 7 –
Improved Static Axe 12 Melee (Axe) 4d6+2 1 500 4 –
Arc-Field Axe 14 Melee (Axe) 5d6+2 1 1,750 4 –
Spear 1 Melee (Spear) 2d6 0 50 2 –
Pike/Lance 1 Melee (Spear) 3d6 (5d6) 2 75 5 extra damage when charging, or mounted
Assault Pike 5 Melee (Spear) 4d6 1 100 2.5 Shaped charge; halves target armor destroys weapon.
Piston Spear 8 Melee (Spear) 3d6+4 2 225 5 Armour halved
Sonic Spear 10 Melee (Spear) 3d6+1 0 450 2 –
Psi Pike 16 Melee (Spear) 4d6 1 2,000 2.5 Psi Bonus
Knife 1 Melee (Small Blade) 1d6+1 0 5 – –
Dagger 1 Melee (Small Blade) 1d6+2 0 10 – –
(Bayonet if not fixed to weapon)
Blade 2 Melee (Small Blade) 2d6 1 45 1 –
Broadsword 2 Melee (Large Blade) 4d6 2 300 3 –
Cutlass 2 Melee (Blade) 2d6+4 –1 100 1 –
Sabre 2 Melee (Large Blade) 2d6+2 1 125 1.75 –
Stiletto 2 Melee (Small Blade) 1d6+2 –1 50 0.5 Armour reduced
Sword 2 Melee (Large Blade) 3d6 2 150 2 –
Bayonet (Fixed) 3 Melee (Spear) or Rifle 3d6 0 25 0.25 –
Rapier (Foil) 3 Melee (Large Blade) 1d6+4 –2 100 0.5 –
Spring-Blade 4 Melee (Small Blade) 1d6+1 0 200 0.5 –
Explosive Stiletto 6 Melee (Small Blade) 1d6+2 +2d6+2 0 25 0.5 Armour reduced,second damage effect
Stealth Dagger 8 Melee (Small Blade) 1d6+2 – 175 – Hard to detect
Monoblade 8 Melee (Large Blade) 2d6+5 –2 1,000 1 –
Laser Stiletto 9 Melee (Small Blade) 4d6 – 500 0.25 Occasional explosive malfunction
Static Sword 10 Melee (Large Blade) 3d6+2 2 250 3 –
Chaindrive Sword 10 Melee (Large Blade) 3d6+3 2 200 5 –
Improved Static Sword 12 Melee (Large Blade) 3d6+2 1 450 2 –
Monofilament Sword 12 Melee (Large Blade) 3d6 –2 500 0.75 Armour halved
Arc-Field Sword 14 Melee (Large Blade) 4d6+2 0 1,050 2 –
Psi Cutlass 16 Melee (Large Blade) 3d6+1 1 1,500 2 Psi Bonus
Psi Dagger 16 Melee (Small Blade) 1d6+2 – 650 0.5 Psi Bonus
Unarmed Strike – Melee (Unarmed) 1d6 – – – –
Improvised Weapon – Melee (Unarmed) 2d6–2 1 – 2
Bottle 1 Melee 2d6 – Depends on contents
Brass Knuckles 1 Melee(Unarmed) 2d6–2 – 10 0.2
Garrotte 1 Melee (Unarmed) 2d6 – 1 – Surprised victim only
Handspikes 2 Melee (Unarmed) 1d6+4 – 25 0.3
Handmine 6 Melee (Unarmed) 4d6 – 200 0.3 Armour halved
Stunfist 8 Melee (Unarmed) 2d6+1d6(Stun) – 0.2 Stun effect
Stunstick 8 Melee (Bludgeon) 1d6+2d6(Stun) – 300 0.5 Stun effect
Shock Whip 9 Melee (Whip) 1d3+1 or 1d6 – 50 1 Stun effect
Knuckleblasters 9 Melee(Unarmed) 1d6 (+4d6) 0 150 2
Piston Fist 9 Melee(Unarmed) 2d6+3 1 75 3
Static Fist 10 Melee (Unarmed) 2d6+1 1 100 4
Chaindrive Gauntlet 12 Melee (Unarmed) 3d6 1 150 5
Arc-Field Claw 14 Melee (Unarmed) 3d6+2 0 650 1
Archaic Ranged Weapons
Weapon TL Range Required Damage Recoil Cost Mass Special
Skill (Cr.) (Kg)
Sling 0 Shotgun Athletics(Co-ordination) 2d6 – 10 – Tricky to use
Short Bow 1 Assault Weapon Athletics(Co-ordination) 1d6 1 60 1 –
Long Bow 2 Rifle Athletics(Co-ordination) 2d6 2 300 1.5 –
Military Crossbow 2 Rifle Athletics(Co-ordination) 2d6 1 350 8 –
Repeating Crossbow2 Shotgun Athletics(Co-ordination) 1d6+2 0 450 5 –
Siege Crossbow 2 Rifle Athletics(Co-ordination) 4d6 2 800 12 –
Sporting Crossbow 2 Rifle Athletics(Co-ordination) 1d6+3 1 200 2.5 –
Compound Cam Bow 5 Rifle Athletics (Co-ordination) 2d6 1 200 0.75 –
Advanced Crossbow 7 Rifle Athletics (Co-ordination) 2d6+4 1 250 2.5 –
Weapon TL Range Required Damage Heft Cost Mass Special
Skill (Cr.) (Kg)
Bola 0 Thrown Athletics (Thrown) 1d6–1 0 5 0.6 Entangle
Hunting Boomerang 0 Thrown Athletics (Thrown) 1d6 0 5 2 –
Small Rock 0 Thrown Athletics (Thrown) 1d6 0 – 0.5 –
Large Rock 0 Thrown Athletics (Thrown) 2d6 2 – 2 –
Throwing Axe 1 Thrown Athletics (Thrown) 1d6+2 1 35 0.75 –
Javelin 1 Thrown Athletics (Thrown) 2d6 1 15 1.25 –
Throwing Knife 1 Thrown Athletics (Thrown) 1d6 0 25 0.15
Net 1 Thrown Athletics (Thrown) – 1 10 1 Entangle
Throwing Steel
Stealth Throwing
Knife 3 Thrown Athletics (Thrown) 1d6–1 0 20 0.1
8 Thrown Athletics (Thrown) 1d6–1 0 200 – Hard to Detect
Blasting Sphere 9 Thrown Athletics (Thrown) 3d6 1 100 2
HurlingMonoblade 12 Thrown Athletics (Thrown) 2d6+5 – 75 0.5
Monofilament Bolo 12 Thrown Athletics (Thrown) 2d6 0 150 1 Armour Halved
Weapon TL Range Required Damage Magazine Auto Recoil Cost Mass Ammo Special
Skill Cost
Zip Gun,7mm 3 Pistol (Slug Pistol) 2d6–4 1 No 1 60 0.4 5
Zip Gun, 9mm 3 Pistol (Slug Pistol) 2d6–1 1 No 2 80 0.5 5
Heavy Derringer 5 Pistol (Slug Pistol) 3d6–4/4d6–4 1 or 2 No 1 200 0.6 1
Light Derringer 5 Pistol (Slug Pistol) 2d6–2/3d6–3 1 or 2 No 1 150 0.4 1 Derringer
Shot Pistol 5 Pistol (Slug Pistol) 3d3 1 or 2 No 0 60/75 0.3/0.41 Shotgun
Revolver 5 Pistol (Slug Pistol) 3d6–3 6 No 0 150 1 5
Light Revolver 5 Pistol (Slug Pistol) 2d6–2 6 No –1 100 0.65 4
9mm Autopistol 6 Pistol (Slug Pistol) 3d6–3 15 No 0 200 1 10
(7mm) Autopistol6 Pistol (Slug Pistol) 2d6–2 16 No –1 150 0.5 7
Slimline (7mm) 6 Pistol (Slug Pistol) 2d6–2 8 No –1 140 0.4 7 Autopistol
Target Pistol 6 Pistol (Slug Pistol) 2d6–2 1/5 No –1 500 0.5 3
Purse Gun 6 Pistol (Slug Pistol) 1d6+1 6 No –2 50 0.15 2
Heavy Revolver 6 Pistol (Slug Pistol) 4d6–4 6 No 2 400 1.5 12
Weapon TL Range Required Damage Magazine Auto Recoil Cost Mass Ammo Special
Skill cost
10mm Autopistol 7 Pistol (Slug Pistol)3d6–2 12 No 1 250 1.1 10
(12mm)Autopistol7 Pistol (Slug Pistol)3d6–1 9 No 2 500 1.5 12
(14mm)Revolver 7 Pistol (Slug Pistol)4d6–2 4 No 3 1000 2.25 15
Cartridge Pistol7 Pistol (Slug Pistol)2d6+3 6 No 4 300 1.5 10
Twin Cylinder
Revolver 8 Pistol (Slug Pistol)3d6+1 12 No 3 450 2 10
HEAP Gun 8 Pistol (Slug Pistol)Special 4 No –2 500 0.3 20 3d6+2 (HEAP)or 2d6–2
(Ball) AP effect with HEAP;
Universal
Light (7mm)
Autopistol 8 Pistol (Slug Pistol) 2d6–2 10 No –1 500 0.75
(14mm)Autopistol 8 Pistol (Slug Pistol) 4d6–1 7 No 3 1,250 2.5 20
Body Pistol 8 Pistol (Slug Pistol) 3d6–3 6 No –1 500 0.4 20
Hvy Body Pistol 9 Pistol (Slug Pistol) 2d6+1 1 or 2 No 1 600 0.4 100
Flechette Pistol 9 Pistol (Slug Pistol) 3d6–2 20 4 1 250 1 10 Concealed
Body Pistol 10 Pistol (Slug Pistol) 2d6–3 1 No –2 2,000 – 50
Spurt Gun 12 Pistol (Slug Pistol) 2d6 200 (1 attack) 6 0 300 0.3 –
SMG
Required Cost Mass Ammo
Weapon TL Range Skill Damage Magazine Auto Recoil (Cr.) (Kg) Cost(Cr.)
Assault 6 Pistol Gun 3d6–3 15 4 1 750 1 10
Pistol Combat
(Slug
Pistol)
Light 6 Pistol Gun 2d6–2 12 4 0 600 0.8 8
Assault Combat
Pistol (Slug
Pistol)
SMG, 6 Assault Gun 3d6–3 30 4 1 500 3 20
Carbine Weapon Combat
Type (Slug
Carbine)
SMG, Pistol 6 Pistol Gun 3d6–3 16 or 30 4 2 400 2 20
Type Combat
(Slug
Pistol)
SMG, Carbine 6 Assault Gun 2d6–2 30 4 0 400 2.5 20
Type, Light Weapon Combat
(Slug
Carbine)
SMG, Assault, 7 Assault Gun 3d6 20 or 50 4 2 1,000 3.5 75
Heavy Weapon Combat
(Slug
Carbine)
SMG, Carbine 7 Assault Gun 2d6–2 50 8 0 600 2.5 35
Type, Light Weapon Combat (autofire)
(Slug or 3
Carbine) (rapidfire)
SMG, 8 Assault Gun 3d6–1 20 or 50 4 2 1,200 4 70
Boarding Weapon Combat
(Slug
Carbine)
Assault 9 Assault Gun 4d3 10 No 0 1,000 4.5 100
Grenade Weapon Combat (flechettes)
Launcher (Slug or
Carbine) 4d6
(explosive)
Flechette 9 Shotgun Gun 3d6 40 4 1/2 500 3 10
Submachine Combat
gun (Slug
Pistol)
SHOTGUNS
Required Cost Mass Ammo
Weapon TL Range Skill Damage Magazine Auto Recoil (Cr.)(Kg)
Combat Shotgun 4 Shotgun (Shotgun) 4d6 6 No 2 200 4 10
Sporting Shotgun,
Light 4 Shotgun (Shotgun) 3d6 2 No 1 120 2 2
Short Shotgun 5 Pistol (Shotgun) 4d6 3 No 2 125 2.5 3
Sporting Shotgun 5 Shotgun (Shotgun) 4d6 1 or 2 No 2 150 3 2
Sawn-Off Shotgun 5 Thrown (Shotgun) 4d6 2 No 3 120 1.5 2
Assault Shotgun 6 Shotgun (Shotgun) 4d6 7 or 20 4 2 250 4.5 20
Mauler Shotgun 9 Pistol (Shotgun) 4d6 8 No/4 2 300 3.5 20
Autocarbine 5 Rifle (Slug Carbine)3d6 SAP 20 No 1 200 4 10
Carbine-Revolver 5 Assault (Slug Carbine)3d6–2 6 No 0 125 2.5 5
Carbine 5 Rifle (Slug Carbine)3d6–2 SAP 10 No 0 175 2.75 12
Big Game Rifle 5 Rifle (Slug Rifle) 3d6+3 5 No 3 1,200 9 45
Fullbore Rifle,
Bolt action 5 Rifle (Slug Rifle) 3d6+3 SAP 5 No 2 250 6 15
Heavy Rifle,
Bolt action 5 Rifle (Slug Rifle) 4d6+4 SAP 4 No 3 350 8 20
Varmint Rifle,
Bolt action 5 Rifle (Slug Rifle) 3d6 SAP 6 No 1 200 3.5 10
Autorifle 6 Rifle (Slug Rifle) 3d6+3 SAP 20 4 1 250 5 10
Self-Loading
Rifle 5 Rifle (Slug Rifle) 3d6 SAP 20 No 1 200 5 10
Assault Rifle 7 Rifle (Slug Rifle) 3d6 SAP 30 4 1 500 4 15
Bullpup Carbine 7 Rifle (Slug Carbine)3d6–2 SAP 20 No 0 300 2.5 20
Survival Rifle 7 Rifle (Slug Rifle) 2d6–1 2 No 0 50 2 2
Poni Gun 8 Rifle (Slug Rifle) 5d6 2 No 3 1,500 9 15
Rifle, Sniper 8 Rifle (Slug Rifle) 3d6+3 SAP 4 No 2 700 5 10
Flechette Rifle 9 Rifle (Slug Rifle) 3d6 60 6 2 800 4.5 10
Accelerated 10 Rifle (Slug Rifle) 5d6 SAP 4 No 2 1,200 6 15
Sniper Rifle
Advanced 10 Rifle (Slug Carbine) 50 6 1 900 3 15
Combat (Ball) 3d6 SAP
Carbine (DSAP) 3d6 AP
7mm (Low-Pen) 3d6 ST
9mm 10 Rifle 4d6 SAP 40 4 2 1,300 4 20
Advanced (DSAP) 4d6 AP
Combat Rifle
Light 10 Rifle (Slug Rifle)(Ball) 3d6 SAP 100 6 1 1,000 3.5 30
Advanced (DSAP) 3d6 AP
Combat Rifle
7mm
Rapid-Fire 10 Rifle (Slug Rifle)(Ball) 3d6 SAP 100 6 or 10 2 1800 3.25 55
Light ACR (DSAP) 3d6 AP
7mm
Z-G Weapons
Required Cost Mass Ammo
Weapon TL Range Skill Damage Magazine Auto Recoil (Cr.)(Kg) Cost
Snub 8 Pistol Gun 2d6–2 (Ball) 2 No 1 125 0.1 1
Derringer Combat 3d6–2 AP (HEAP)
(Zero-G 2d6+2 ST (HE)
Weapons)
Snub Pistol 8 Shotgun Gun 2d6–2 (Ball) 15 No 0 200 0.7 20
Combat 3d6–2 AP (HEAP)
(Zero-G 2d6+2 ST (HE)
Weapons)
Snub 8 Shotgun Gun 2d6–2 (Ball) 6 No –1 150 0.5 10
Revolver Combat 3d6–2 AP (HEAP)
(Zero-G 2d6+2 ST (HE)
Weapons)
Snub SMG 8 Shotgun Gun 2d6–2 (Ball) 30 2 –2 350 2 30
Combat 3d6–2 AP (HEAP)
(Zero-G 2d6+2 ST (HE)
Weapons)
Snub Carbine 8 Shotgun Gun 2d6–2 (Ball) 50 No –2 800 3 40
Combat 3d6–2 AP (HEAP)
(Zero-G 2d6+2 ST (HE)
Weapons)
Assault Snub 9 Shotgun Gun 2d6–2 (Ball) 100 2 or –1 900 2.5 70
SMG Combat 3d6–2 AP (HEAP) 8 (RF)
(Zero-G 2d6+2 ST(HE)
Weapons)
Laser Weapons
Ammo
Required Cost Mass Cost
Weapon TL Range Skill Damage Magazine Auto (Cr.) (Kg) (Cr.)
Laser Carbine 9 Assault Gun Combat 4d6 50 No 2,500 4 1000
Weapon (Laser
Carbine)
Laser Pistol 9 Pistol Gun Combat 3d6 100 No 2,000 3 750
(Laser
Pistol)
Laser Rifle 9 Rifle Gun Combat 5d6 100 No 3,500 8 1,500
(Laser
Rifle)
Gauntlet Laser 10 Pistol Gun Combat 3d6 125 No 2,250 4 1,100
(Laser
Pistol)
Advanced Laser 11 Pistol Gun Combat 3d6+3 100 No 3,000 3 1,350
Pistol (Laser
Pistol)
Advanced Laser 11 Assault Gun Combat 4d6+3 50 No 4,000 3 3,000
Carbine Weapon (Laser
Carbine)
Advanced Laser 11 Rifle Gun Combat 5d6+3 100 No 8,000 5 3,500
Rifle (Laser
Rifle)
Plasma Weapons
Ammo
Required Cost Mass Cost
Weapon TL Range Skill Damage Magazine Auto (Cr.) (Kg) (Cr.)
Cartridge
Plasma Pistol 10 Pistol Gun Combat 3d6 12 No 500 1.5 10
(Energy
Pistol)
Cartridge
Plasma Carbine 10 Assault Gun combat 3d6 30 No 2000 4 30
Weapon (Energy
Pistol)
Cartridge Plasma
Rifle 10 Rifle Gun Combat 5d6 30 No 3000 6 30
(Energy
Rifle)
Infantry Support
Plasma Weapon 9 Rifle Heavy Weapons 8d6 1 No 7,500 27 500
(Man Portable
Artillery)
PGMP-12 12 Rifle Heavy Weapons 10d6 10 4 20,000 10 500
(Man Portable
Artillery)
PGMP-13 13 Rifle Heavy Weapons 12d6 10 4 65,000 10 500
(Man Portable
Artillery)
PGMP-14 14 Rifle Heavy Weapons 12d6 10 6 100,000 10 500
(Man Portable
Artillery)
FGMP-14 14 Rifle Heavy Weapons 16d6 12 4 100,000 10 500
(Man Portable
Artillery)
PGMP-15 15 Rifle Heavy Weapons 16d6 12 4 400,000 10 500
(Man Portable
Artillery)
PGMP-16 16 Rifle Heavy Weapons 16d6 15 6 500,000 10 500
(Man Portable
Artillery)
Ammo
Required Cost Mass Cost
Weapon TL Range Skill Damage Magazine Auto Recoil (Cr.) (Kg) (Cr.)
Heavy 6 Rifle Heavy 5d6 SAP 100 6 1 4,500 36 400
Machinegun Weapons
(Autocannon)
Light 6 Rifle Gun Combat 3d6 SAP 100 6 2 3,000 7 125
Machinegun (Slug
Rifle)
VRF Gauss 10 Rifle Heavy 5d6 AP 4000 12 2 200,000 2000 8,000
Gun Weapons
(Autocannon)
Grenades
Type Range Cost Each (Cr.) Burst Radius (m) Base Damage Comments
Thrown 50 m x1 3 By type
Launched 200 m x2 4 By type
RAM 500 m x3 4 By type
Aerosol 100 Special
Baton/Stunbag 25 Special
Dynamite 75 4d6/2d6 Commercial
explosive
EMP 100
Flashbang/Stun 150 3d6 Stun
Fragmentation 150 5d6/3d6/1d6
Gas, Tear 75 Special
Gas, Tranq 100 Special
HEAP 150* Contact 6d6 AP Launcher
or RAM
only
High Explosive 200 6d6/4d6/2d6
Illuminating/ 25 1d6 (Flame)
Flare
Incendiary 30 3d6 (Flame)in contact
1d6 (flame) within burst
radius
Smoke 75 Special
Smoke
(Thermal) 125 Special
Smoke
(Multispectral) 250 Special
Costs for HEAP and Multiple Projectile grenades do not include the multiplier for launcher or RAM type, even though these grenades are not available in hand-thrown configurations.
Where damage is indicated as several values separated by a slash, this is the damage at each multiple of the blast radius. Thus a fragmentation grenade delivers 5d6 damage at 1-3m, 3d6 at 4-6m and 1d6 at 7-9m.
Incendiary grenades will set fire to anything flammable within 3m; the area will be on fi re for 2d6 minutes after the grenade goes out, inflicting 2d6 (flame) damage on anyone entering the area.
Explosives
Weapon TL Damage Radius Cost
Plastique 6 3d6 2d6 metres Cr. 200
Breaching Charge 8 4d6 AP Contact Cr. 100
Complex Chemical 10 4d6 Super AP 3d6 metres Cr. 500
TDX 12 4d6 4d6 metres Cr. 1,000
This message was last edited by the GM at 01:22, Tue 04 Nov 2014.