Armor | Purchase DC | <Armor DR/AC Bonus | Maximum Dexterity Bonus | Armor Check Penalty | Arcane Spell Failure | Speed 30 ft/20 ft | Weight |
Light Armor | |||||||
Heavy Fabric | 6 | +1/1 | +6 | 0 | 10% | 30/20 | 10 lb |
Fabric Vest | 6 | +2/1 | +8 | 0 | - | 30/20 | 6 lb |
Leather armor | 8 | +3/1 | +5 | 0 | 5 % | 30/20 | 8 lb |
Heavy Uniform | 9 | +4/2 | +6 | -1 | 10% | 30/20 | 10 lb |
Protective Inserts | 10 | +1/2 | +4 | -2 | 30/20 | 5 lb | |
Medium Armor | |||||||
Mesh Suit | 12 | +5/2 | +4 | -2 | 30/15 | 15 | |
Battle Suit | 14 | +7/2 | +4 | -2 | 10% | 30/15 | 15 lb |
Reinforced Mesh | 15 | +8/2 | +3 | -2 | 15% | 30/15 | 20 lb |
Segmented armor | 18 | +8/3 | +3 | -4 | 25/15 | 25 lb | |
Plate | 20 | +10/3 | +2 | -4 | 25% | 20/15 | 30 lb |
Heavy Plate | 22 | +11/3 | +2 | -5 | 30% | 20/15 | 40 lb |
Assited Armor | 23 | +12/3 | +2 | -5 | 35% | 20/15 | 50 lb |
Energy Shields | Bonus HP | -- | -- | -- | -- | ||
Power Screen | 21 | 15 | 4 Lb | ||||
Energy Shield | 23 | 25 | 6 Lb | ||||
Barrier Shield | 25 | 40 +2AC | 8 Lb |
Melee Weapons: even with the presence of advanced projectile weapons and energy weapons, sometimes a person finds themself up close and personal. a good knife or sharp pointy stick is always a comfort when the bad guys get too close. | ||||||||||
Weapon | Proficiency | Damage | Type | Critical | Multiple | Range | Size | Purchase DC | ||
Knife | - | 1d4 | Slash/Pierce | 19-20 | x2 | 10 | tiny | 5 | None | |
Combat Knife | -- | 1d4 (BLADE) | Pierce | 19-20 | x2 | 5 | Tiny | 7 | None | |
Combat Knife | 1 (Brass Knuckles) | Bludgeon | 20 | x2 | Melee | Tiny | -- | -- | ||
Machotle | Removes Limb on Crit Fort save to resist DC 10+damage | 1d6 | Slashing | 19 | x3 | 5ft | Medium | 7 | None | |
Blade | Archaic | 1d6 | Slash/Pierce | 19 | x2 | Melee | Medium | 8 | None | |
Melkot Broadsword | Archaic | 1d8 | Slashing | 19 | x2 | Melee | Medium | 11 | ||
Vibro Knife | Archaic | 1d6 | Slashing | 18 | x2 | Melee | Small | 11 | ||
Vibro Blade | Archaic | 1d8 | Slashing | 18 | x2 | Melee | Medium | 14 | None | |
Vibro Sword | Archaic | 1d12 | Slashing | 18 | x3 | Melee | Medium | 16 | None | |
Boarding Axe | Archaic | 1d8( Axe) | Slashing | 20 | x2 | Melee | Large | 12 | None | |
Boarding Axe | Archaic | 1d6 (Spike) | Piercing | 19 | x2 | Melee | --- | --- | --- | |
Power Axe | Exotic | 1d12 | slashing | 19 | x3 | Melee | Large | 18 | None | |
Thaen Staff | exotic | Multi Weapon | 1d4 +1d8 | Bludgeon + Electrical | 20 | x3 | Melee | Large | 21 | Lic +1 |
Thaen Staff | 2d6 | Plasma | 20 | x2 | 40 ft | Large | ||||
Stun Baton | Simple | 1d6 (Stun Dc14) | Electrical (non Lethal) | 20 | x2 | Melee | Small | 12 | None | |
Concussion Rod | Simple | 2d8 | Concussion/Bludgeon | 20 | x2 | Melee | Medium | 17 | None | |
Plasma Sword | exotic | Damages weapons On Parry | 2d8 | Energy | 18 | x3 | Melee | Medium | 17 | Lic +1 |
Whip Cutter | Exotic | Trip | 2d8 | slashing | 19 | x2 | 10ft Reach | Medium | 18 | Lic +1 |
Neural whip | Exotic | Trip | 1d6 Stun DC 14 | Slashing + special | 19 | x2 | 10ft Reach | Medium | 19 | Lic +1 |
Spiked Chain | Exotic | Trip | 1d4 | Slashing | 19 | x2 | 10ft Reach | Large | 11 | None |
Thermal rod | Archaic | 1d4 +1d6 | Bludgeon + Fire | 20 | x2 | Melee | Medium | 15 | None | |
Bat'leth | Exotic | Twin Bladed | 1d8/1d6 | Slashing/Piercing | 19 | x3 | Melee | Medium | 12 | None |
HiruKaga | Exotic | multi Weapons | 1d8 | Energy | 20 | x2 | Melee | medium | 23 | Lic |
2d8 | Energy | 20 | x2 | 30ft | ||||||
Fan Blade | Exotic | 1d6 | Slashing | 20 | x3 | Melle | 5ft | 12 | None | |
A'Niss Katana | Exotic | Massive crit +1d4 | 2d6 | Slashing/Pierce | 18 | x3 | Melee | Melee | 22 | None |
K'Tah | Exotic | Twin Blades | 1d8/1d6 | Slashing | 19 | x3 | +5ft reach | Large | 12 | None |
Kraken | None | Self Guided, attacks any target within 10ft of wearer, BAB+7 AC(wearers) 25 HP, Str 18, Dex 10 | 1d8 | Slashing/Grapple | 20 | x2 | 10ft reach | Large | 25 | Lic |
Viper | None | Self Guided, attacks any target within 10ft of wearer, BAB+7 AC(wearers) 15 HP | 1d4+toxin | Slashing+toxin | 20 | x2 | 10ft | Medium | 23 | Lic +1 |
Hornet | Exotic | If attack Succesful Hornet locks on and continues to attack for 1d4 rounds BAB +4 AC 20, 10HP | 1d4 | Slashing | 20 | x2 | 15ft | Tiny | 23 | None |
Stinger | Poison | 1d2 | Piercing+ toxin | 20 | x2 | 15ft | Tiny | 14 | Res +2 | |
B'coh | Exotic | Returning Ref Save DC 12 to catch failure indicates damage to hand | 1d4 | Slashing | 19 | x2 | 15ft | Tiny | 12 | None |
Revolvers | Accuracy | mag | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | Purchase Dc | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
Light revolver | +2 | 6 Cylinder | 1d6+2 | ballistic | 20 | X2 | 40 ft | single | 12 | None+0 |
Medium revolver | +1 | 6 Cylinder | 2d6 | ballistic | 20 | X2 | 30 ft | single | 13 | None+0 |
Heavy revolver | +0 | 6 Cylinder | 2d6+4 | ballistic | 19 | X3 | 25 ft | single | 14 | None+0 |
Super heavy revolver | -1 | 5 Cylinder | 3d6+2 | ballistic | 20 | X4 | 25 ft | single | 16 | None+0 |
Auto Pistols | accuracy | magazine | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | <b>Purchase Dc | Restriction |
Light pistol | +2 | 10 Box | 1d6+2 | ballistic | 20 | X2 | 40 ft | Semi | 11 </center> | None+0 |
Medium pistol | +1 | 16/20 Box | 2d6 | ballistic | 20 | X2 | 30 ft | Semi | 15 | None+0 |
Heavy pistol | +0 | 10 Box | 2d6+4 | ballistic | 19 | X3 | 30 ft | Semi | 16 | None+0 |
Super heavy pistol | -1 | 7 Box | 3d6+2 | ballistic | 20 | X4 | 20 ft | single | 17 | Lic+1 |
N'sss render Pistol | +2 | 10 | 3d6 | Piercing | 20 | x2 | 20 | Semi Auto | Special | Special |
Sliver Gun | +3 | 20 | 1d61d4dex DC12 | Piercing toxin | 19 | x2 | 10 | Full Auto | 18 | Lic +1 |
Tranq Pistol | -2 | 10 | 1pt+1d6con DC14 | Piercing toxin | 20 | x2 | 20 | Semi | 15 | none |
Gel Slug Pistol | -2 | 10 | 2d6 | bludgeoning Non lethal | 20 | x2 | 20 | Semi | 15 | none |
Gyroslug Pistol | -2 | 10 | 3d6 +1d6 5ft rad | Ballistic+slashing | 20 | x3 | 40 | Semi Auto | 15 | Res +2 |
Cone Pistol | +2 | 10 | 2d6 | Piercing | 18 | x3 | 50 | Single | 20 | Res +2 |
Gauss Pistol | +0 | 10 | 3d6 | Piercing | 18 | x3 | 50 | Single | 21 | Mil +3 |
Micro Grenade Launcher | -4 | 6 | as per grenade | varies | --- | --- | 30 | Single | 18 | Mil +3 |
Sub Machine Guns | accuracy | magazine | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | <b>Purchase Dc | Restriction</Blue> |
Light SMG | +2 | 30 Box | 1d6+2 | ballistic | 20 | X2 | 40 ft | Auto, Burst | 13<center> | Res +2 |
Medium SMG | +1 | 30 Box | 2d6 | ballistic | 20 | X2 | 40 ft | Auto, Burst | 18 | Res +2 |
Heavy SMG | +0 | 20 Box | 2d6+4 | ballistic | 19 | X3 | 40 ft | Auto, Burst | 19 | Res +2 |
Super heavy SMG | -1 | 20 Box | 3d6+2 | ballistic | 20 | X4 | 60 ft | Auto, Burst | 20 | Res +2 |
Shotguns | accuracy | magazine | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | <b>Purchase Dc | Restriction |
Double barrel | -1 | 2 Individual | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | semi | 12 | None+0 |
pump shotgun | -1 | 3/5/8 Tube | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | Single | 15 | None+0 |
Semi auto shotgun | -1 | 3/5/10 Tube or box | 2d8 12 gauge 000 buck | Slashing | 20 | X3 | 30 ft | semi | 16 | None+0 |
Close Assault Weapon | -2 | 3/5/10/20 Box or Drum | 2d8 12 gauge 000 Buck | Slashing | 20 | X3 | 30 ft | semi/Full auto | 18<center></center> | mil +3 |
10 Gauge Semi auto shotgun | -2 | 3/5/8 Tube or Box | 2d8 10 gauge 000 buck | Slashing | 20 | X3 | 30 ft | semi | 18 | Lic+1 |
8 Gauge Big Game Gun | -2 | 2Tube or Box | 2d10 8 gauge solid slug | concussion | 20 | X3 | 30 ft | semi | 23 masterwork weapon | Lic+1 |
Tangle gun | -2 | 6 round Box | special | entangle | -- | -- | 20 | Semi | 16 | none |
Micro Rocket Launcher | -2 | 6 round Box | 3d6 AP | fire | 19 | x4 | 60 10meter minimum | Semi | 23 | Mil +3 |
Rifles | accuracy | magazine | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | <b>Purchase Dc | Restriction |
Sport Rifle | +1 | 10 | 1d6+2 | ballistic | 20 | x2 | 60ft | Single | 14 | None+0 |
Hunting rifle | +2 | 3/5 Individual or Box | 2d8+1 | ballistic | 18 | X3 | 80 ft | Single | 19 | None+0 |
Semi auto rifle | +0 | 10/20 Box | 3d6 | ballistic | 20 | X2 | 70 ft | semi | 16 | None+0 |
Carbine | +0 | 20/30 Box | 2d6 | Ballistic | 20 | x2 | 50 | Semi/Burst | 16 | Lic +2 |
Assault rifle | +0 | 20/30/75 Box or Drum | 3d6 | ballistic | 20 | X2 | 60 ft | Semi/Full Auto/Burst | 17 | Lic+2 |
Battle Rifle | +0 | 20 box | 3d6+2 | Ballistic | 20 | x3 | 80 | Semi Full Auto | 19 | Lic +2 |
Elephant rifle | +2 | 2 Individual | 2d12 | ballistic | 18 | X3 | 90 ft | Single | 23 Masterwork weapon | None+0 |
Sniper rifle | +2 | 3/5/10 Box | 3d6+2 | ballistic | 19 | X3 | 90 ft | Single | 21 | Res+2 |
Anti material rifle | +2 | 5 Box | 2d12 12.5mm | ballistic | 18 | X3 | 120 ft | Single | 21 | Mil+3 |
Assault Cannon | -2 | 5 Box | 2d12 AP +2d6 5ft radius DC15 | ballistic | 18 | X3 | 80 ft | Single | 22 | Mil +3 |
Machine Guns | Accuracy | Magazine | Damage | Dmg Type | crit | Multiple | Range | Rate of fire | Purchase DC | Restriction |
Light machine Gun | -2 | 40/240 box or belt | 3d6 | ballistic | 20 | x2 | 80 | Full auto | 23 | Mil +3 |
General purpose MG | +0 | 200 belt | 3d6+2 | Ballistic | 20 | x2 | 100ft | full Auto | 23 | Mil +3 |
Maxim Gun | +0 | 1200 belt | 3d6+2 | Ballistic | 20 | x2 | 120ft | full Auto | 23 | Mil +3 |
Heavy Machine Gun | -2 | 250 belt | 2d12 | Ballistic | 19 | x4 | 110ft | Full Auto | 25 | Mil +3 |
5.5 GTLLING gUN | -2 | 1200 belt | 3d6 | Ballistic | 20 | x2 | 80ft | full Autox2 | 25 | Mill +3 |
7.6 Gatling Gun | -2 | 1200 belt | 3d6+2 | Ballistic | 20 | x2 | 100FT | Full Autox2 | 28 | Mill +3 |
25mm auto cannon gun | -2 | 120 belt | 4d12 | Ballistic | 19 | x4 | 150ft | full Auto | 30 | Mil +3 |
25mm Quick firing Gun | -0 | 1 internal | 4d12 | Ballistic | 19 | x4 | 150ft | Single | 30 | Mil +3 |
AGL-7 Grenade launcher | -4 | 20 rd Belt | 4d6 10ft radius | slashing | --- | --- | 70ft | full Auto | 25 | Mil +3 |
MDG-7 "Nail Gun" | -2 | 20 round box | 4d12 | piercing | 18 | x3 | 150 ft | full Auto | 30 | Mill +2 |
Heavy Weapons | accuracy | Magazine | damage | Damage Type | crit | multiple | range | Action | purchase DC | restriction |
88mm RPG | -4 | 1 internal | 88mm warhead | varies | --- | --- | 50ft | single | 18 | Mil +3 |
60mm Light Rocket Launcher | -2 | 1 Disposable | 60mm warhead | Varies | --- | --- | 50ft | disposable | 18 | Mil +3 |
60mm Incendiary 4pack | -4 | 4 disposable | 60mm Incendiary | flame | --- | --- | 40 | Semi | 15 | Mil +3 |
60mm Demolition 4Pack | -4 | 4 disposable | 60mm warhead | Varies | --- | --- | 50ft | Semi | 19 | Mill +3 |
78mm Urban Assault gun | -4 | 1 internal | 78mm warhead | varies | --- | --- | 40ft | single | 20 | Mil +3 |
75mm howitzer | -4 | 1 internal | 75mm cased shell | varies | --- | --- | 150ft | single | 28 | Mil +3 |
3,5 inch Bazooka | -4 | 1 internal | 3.5 in rocket | varies | --- | --- | 40ft | single | 10 | Mill +3 |
95mm Panzer Faust | -2 | 1 internal | 95mm warhead | varies | --- | --- | 50ft | Single | 15 | Mill +3 |
90mm recoilless rifle | -4 | 1 Internal | 88mm warhead | Varies | 20 | x2 | 100ft | Single | 15 | Mil +3 |
105mm recoilless rifle | -4 | 1 Internal | 105mm Warhead | Varies | --- | --- | 100 | Single | 16 | Mil +3 |
105 mm Tow | guided | 1 internal | 105mm warhead | Varies | --- | --- | 1000ft | single | 20 | Mil +3 |
160mm ATGM | Guided | 1 Internal | 160mm ATGM | Varies | --- | --- | 1200 ft | Single | 25 | Mil +3 |
160mm Anti Personnel 4pack | Guided | 4 Internal | 160 mm Anti Personnel | Varies | --- | --- | 1200 ft | semi | 25 | Mil +3 |
160mm ATGM 4Pack | Guided | 4 Internal | 160mm ATGM | Varies | --- | --- | 1200 ft | Semi | 28 | Mil +3 |
60mm Mortar | indirect | 1 muzzle | 60mm warhead | Varies | --- | --- | 110ft | Single | 13 | Mil +3 |
37mm GL | -4 | 1 internal | 37mm grenade | Varies | --- | --- | 70ft | single | 14 | Mil +3 |
40mm GL | -4 | 1 internal | 40mm Grenade | Varies | --- | --- | 70 | single | 14 | Mil +3 |
37mm Rotary GL | -4 | 6 internal | 37mm Grenade | Varies | --- | --- | 70 | single | 15 | Mil +3 |
40mm Rotary GL | -4 | 5 Internal | 40mm Grenade | Varies | --- | --- | 60 | single | 16 | Mil +3 |
37mm AGL | -4 | 6 Box | 37mm grenade | Varies | --- | --- | 70 | Semi | 18 | Mil +3 |
40mm AGL | -4 | 5 Box | 40mm Grenade | Varies | --- | --- | 70 | Semi | 18 | Mil +3 |
37mm auto Cannon | -2 | belt | 4d6 AP +2d6 10ft radius | Fire | 19 | x3 | 110 | semi | 20 | Mill +3 |
40mm Auto cannon | -4 | 20rd Box | 4d12 AP +4d6 10 ft radius | Slashing | 19 | x3 | 110 | Auto | 30 | Mil +3 |
Micro Missile Launcher | +2 seeking | 10 rd Box | 2d6 5 ft radius | Slashing | --- | --- | 300ft | Semi | 25 | Mil +3 |
Stun Pistol | -2 | 20 | 4d6 | electrical Non lethal | 19 | X2 | 10 | Semi Auto | 15 | none |
Beam Pistol | +2 | 50 | 1 to 2d8 Laser | energy | 20 | x2 | 40 | Full Auto | 17 | Lic +1 |
Burner Pistol | -2 | 20 | 1d6 | Flame | 20 | x2 | 10 | Full Auto | 18 | Mil +3 |
Phoenix Disrupter | +2 | 18 | 2d6 | Energy | 19 | x3 | 30 | Semi Auto | 20 | Mil +3 |
Blaster Pistol | -2 | 20 | 2d8 | Energy | 20 | x3 | 20 | Semi Auto | 20 | Mil +3 |
IP-7 Plasma Pistol | +0 | 20 | 2d8 | Energy | 19 | x3 | 20 | Semi Auto | 21 | Mil +3 |
Mk III Blaster Pistol | +0 | 16 | 2d6 | Energy | 20 | x2 | 30 | Semi Auto | 18 | Res +2 |
Light Repeat Blaster | -2 | 30 | 2d6 | energy | 20 | x2 | 35 | Full Auto | 18 | Mill +2 |
Nephilum laser | +2 | 50 | 2d8 | Energy | 19 | x3 | 40 | Full Auto | 22 | Mil +3 |
Energy Carbine | accuracy | magazine | Damage | Dmg type | <b>crit | multiple | <b>range | Rate of Fire | <b>Purchase Dc | Restriction |
Stunner Carbine | -2 | 30 | 4d6 | Electrical Non lethal | 19 | x2 | 30 | Semi Auto | 18 | None |
Laser carbine | +2 | 50 | 1 to 3d8 | Laser | 19 | x2 | 60 | Full Auto | 19 | Lic +1 |
Dragon Disrupter | +2 | 32 | 3d6 | Energy | 19 | x3 | 60 | Semi Auto | 22 | Mil +3 |
Blast Carbine | -2 | 30 | 3d8 | Energy | 20 | x2 | 50 | Semi Auto | 20 | Mil +3 |
Repeat Blaster | -2 | 50 | 2d8 | Energy | 20 | x2 | 50 | Full Auto | 21 | Mil +3 |
C-5 Plasma Carbine | +2 | 30 | 2d8` | Energy | 19 | x3 | 70 | Semi Auto | 22 | Mil +3 |
Mk32 Assault carbine | +2 | 32 | 2d8 | Energy | 20 | x2 | 60 | Full Auto | 22 | Mil +3 |
MK32 launcher | -2 | 10 | as assault cannon | ----- | -- | --- | 40 | Semi Auto | --- | --- |
Energy Rifle | ||||||||||
Beam Rifle | +2 | 50 | 3d8 | energy | 19 | x2 | 90 | Semi Auto | 19 | Res +2 |
Pulse Sniper Rifle | +2 | 50 | 3d8 | energy | 19 | x2 | 150 | Semi Auto | 21 | Res +2 |
Pulse Beamer | +2 | 100 | 3d8 | Laser | 19 | x2 | 80 | Full Auto | 21 | Mil +3 |
Najuhlim Plasma Rifle | -2 | 50 | 3d10 | energy | 20 | x3 | 60 | Full Auto | 20 | Mil +3 |
Najuhlim Concussion Rifle | -2 | --- | 2d10+special | Concussion | 20 | x3 | 20 | Semi Auto | 22 | Lic +2 |
R-6 Plasma Rifle | +2 | 30 | 3D10 | energy | 20 | x3 | 80 | Semi Auto | 19 | Mil +3 |
Kroath Darklight Rifle | +2 | 20 | 3d6 | Negative Energy | 18 | x3 | 20 | Semi Auto | 32 | Mil +4 |
Kroath Darklight trigun | -2 | 100 | 3d6 | Negative Energy | 18 | x3 | 50 | Full Auto | 37 | Mil +4 |
P-5 tribarrel | -2 | 200 | 3d10 | energy | 20 | x3 | 60 | full Auto | 30 | Mil +3 |
Force rifle | +2 | 20 | 2d10 | Piercing | 19 | X3 | 80 | Semi | 21 | Mil +3 |
Explosive Weapons: | Weapon Attack Modifier | Conc. | Restriction | Damage/Blast radius | Type | Save | Range | Cost | Number |
---|---|---|---|---|---|---|---|---|---|
Pipe Bomb | -4 | P | Illegal | 2d6 | slashing | 12 | 10ft | 8 | 10 |
Hand Grenade Offensive | -2 | P | Mil +3 | 4d6/10' | concussion | 15 | 10ft | 15 | 6 |
Hand Grenade Defensive | -2 | P | Mil +3 | 3d6/5' | slashing | 12 | 10ft | 12 | 6 |
Hand Grenade Flash Bang | -2 | P | Res +2 | flash/20 | Stun | 16 | 10ft | 15 | 6 |
Hand Grenade Smoke | -2 | P | --- | Smoke/5'/ | --- | 15 | 10ft | 10 | 6 |
Hand Grenade CHEMical | -2 | P | Mil +4 | See Notes | irritant | 15 | 10ft+5ft per 1d4 round wind driven. | 12 | 6 |
Lightening Grenade | -2 | p | Mil +3 | 3d6/20' | 15 | 10ft | 23 | 6 | |
White Phosphurus | -2 | P | Mil +3 | 3d6fire/10' smoke/25' | fire+concealment | 15(ignition ) | 10 ft | 15 | 6 |
Red Phosphurus | -2 | P | Mil +3 | 3d6fire/10' smoke/25' | fire+concealment | 12(ignition ) | 10 ft | 15 | 6 |
Thermite | -2 | P | Mil +3 | 3d6(AP)fire 5' | fire+ Ignition | 12(ignition ) | 10 ft | 15 | 6 |
Stun Greande | -2 | P | Res +2 | Stun 1d4 rounds/10' | Stun | 15 | 10ft | 23 | 4 |
Molatov Cocktail | -4 | P | --- | 2d6/5' | fire+ Ignition | 15 | 10ft | 5 | 10 |
160mm ATGM*,** | +2 | --- | Mil +3 | 8d6 (Armor Piercing -10 DR on target struck directly)/5' | Cuncussion | 12 | Varies | 18 | 2 |
160mm Explosive Rocket | -2 | --- | Mil +3 | 8d6/10' | Concussion | 15 | Varies | 14 | 2 |
160mm Antipersonel | -2 | --- | Mil +3 | 5d6/10' | Slashing | 18 | Varies | 12 | 2 |
105mm Recoiless Gun | -1 | --- | Mil +3 | 8d6/10' | Concussion | 15 | Varies | 14 | 2 |
105mm Anti Tank *,** | -1 | --- | Mil +3 | 8d6/5ft | Concussion | --- | Varies | 16 | 2 |
105mm Demolition* | -1 | --- | Mil +3 | 6d6/20' | Concussion | 18 | Varies | 18 | 2 |
105mm Incendiary* | -2 | --- | Mil +3 | 4d6/10' | Fire | 15 | Varies | 18 | 2 |
75mm Shell | -4 | --- | Mil +3 | 4d6/30' | concussion | 15 | Varies | 19 | 8 |
75mm HEAT* | -2 | --- | Mil +3 | 8d6/5' | fire | 15 | Varies | 19 | 4 |
75mm AirBurst | -4 | --- | Mill +3 | 4d6/20' | slashing | 18 | Varies | 20 | 4 |
75mm Bursting Smoke | -2 | --- | MiL +3 | Smoke/20' | concealment | --- | Varies | 16 | 4 |
75mm Bursting Chemical | -2 | --- | MiL +3 | Smoke/5' | Chemical | --- | Varies | 16 | 4 |
3.5in rocket*,** | -2 | --- | Mil +3 | 5d6/5' | slashing | 15 | Varies | 12 | 4 |
3.5in Bazooka*,** | -2 | --- | Mil +3 | 5d6 heat/5' | HEAT/slashing | 15 | 30 ft | 12 | 4 |
88mm RPG*,** | -2 | --- | Mil +3 | 5d6/10' | HEAT/slashing | 15 | Varies | 12 | 4 |
88mm Dual Purpose* | -2 | --- | Mil +3 | 8d6/10' | HEAT/slashing | 12 | Varies | 12 | 4 |
95mm PanzerFaust*,** | -4 | --- | Mil +3 | 7d6/10' | HEAT/slashing | 15 | Varies | 12 | 4 |
95mm Dual Purpose* | -2 | --- | Mil +3 | 8d6/10' | HEAT/slashing | 12 | Varies | 12 | 4 |
60mm Rifle Grenade*,** | -2 | L | Mil +3 | 4d6/20' | slashing | 15 | 20 ft | 12 | 4 |
60mm Rifle HEAT*,** | -4 | L | Mil +3 | 4d6*/5' | fire | 15 | 20ft | 12 | 4 |
60mm Rifle Grenade*HE | -4 | L | Mil +3 | 4d6*/10' | concussion | 15 | 20 ft | 12 | 4 |
60mm Rifle Grenade*HESH | -4 | L | Mil +3 | 4d6*/10' | concussion | 15 | 20 ft | 12 | 4 |
60mm Mortar HE | -6 | --- | Mil +3 | 5d6/10' | concussion | 15 | 90ft (min50) | 18 | 4 |
40mm Frag Grenade | -2 | P | Mil +3 | 3d6/10' | slashing | 15 | Varies | 15 | 6 |
40mm HE Grenade | -2 | P | Mil +3 | 3d6/10' | concussion | 15 | Varies | 18 | 6 |
40mm HEAT Grenade** | -2 | P | Mil +3 | 3d6/5' | fire | 12 | Varies | 18 | 6 |
40mm White Phosphurus | -2 | P | Mil +3 | 2d6fire/5' smoke/25' | fire+concealment | 15(ignition ) | Varies | 15 | 6 |
40mm Red Phosphurus | -2 | P | Mil +3 | 3d6fire/5' smoke/25' | fire+concealment | 12(ignition ) | Varies | 15 | 6 |
40mm Flechette | -2 | P | Mil +3 | 4d6*/* | slashing | --- | 20ft | 10 | 6 |
40mm Smoke | -2 | P | --- | Smoke/10' | concealment | --- | Varies | 10 | 6 |
40mm CHEMical | -2 | P | Res +2 | see notes/10ft | Chemical | varies | Varies | 10 | 6 |
40mm Illumination | -2 | P | --- | Light/60'radius | light | --- | Varies | 10 | 6 |
40mm Flash Bang | -2 | P | Res +2 | Flash/20 | Stun | 16 | varies | 19 | 6 |
40mm Rifle Grenade | -2 | J | Mil +3 | 3d6/10 | slashing | 15 | Varies | 12 | 6 |
37mm grenade | -2 | P | Mil +3 | 3d6/20' | slashing | 12 | varies | 12 | 6 |
37mm Smoke | -2 | P | --- | Concealment | concealment | --- | Varies | 10 | 6 |
37mm Chemical | -2 | P | Res +2 | see notes/10ft | Chemical | 15 | Varies | 10 | 6 |
37mm Flash Bang | -2 | P | Res +2 | Flash/20 | Stun | 16 | varies | 12 | 6 |
37mm Illumination | -2 | P | --- | Light/60' | light | --- | --- | 10 | 6 |
30mm Flash | +2 | P | Mil +3 | flash/5' | Stun | 18 | 30 ft | 16 | 8 |
25mm Airburst | +2 | P | Mil +3 | 3d6/5' | Slashing | 14 | 30 ft | 18 | 8 |
25mm HEAT** | +2 | p | Mil +3 | 4d6*/--- | Fire | 12 | --- | 16 | 8 |
(*) See description | |||||||||
(**) targeted weapon requires attack roll versus targets defense |
Classic weapons | Accuracy | mag | Damage | Dmg type | crit | multiple | range | Rate of Fire | Purchase Dc | Restriction |
---|---|---|---|---|---|---|---|---|---|---|
GyroJet Pistol | +0 | 10 Box | 2d10 | ballistic | 20 | X2 | 50 ft(10ft minimum) | semi | 15 | None+0 |
GyroJet Rifle | +0 | 20 Box | 2d10 | ballistic | 20 | X2 | 100 ft(20ft minimum | semi | 18 | None+0 |
Needler Pistol | +2 | 10 Box | 2d6+chem | Piercing +chem | 20 | X2 | 20 ft | single | 14 | None+0 |
Needler rifle | +2 | 20 Box | 2d8+chem | Piercing +chem | 20 | X2 | 20 ft | semi | 14 | None+0 |
Sonic Stunner | +2 | 20 cell | 2d6 | sonic non lethal | 20 | X2 | 20 ft | single | 14 | None+0 |
Sonic disruptor | +2 | 20 cell | 2d6 | sonic lethal | 20 | X2 | 20 ft | single | 17 | Mil +3 |
Sonic devastator | +2 | 60 cell | 2d10 | sonic lethal | 100 | X2 | 50ft cone | semi | 17 | Mil +3 |
Dose Grenade | -2 | ------ | Fort save dc 15 | chemical 10ft radius | --- | --- | 10ft thrown | --- | 17 box of six | res +2 |
BlackRay pistol | +0 | 10 cell | special | energy | 100 | X2 | 30ft | single | 21 | Mil +3 |
BlackRay rifle | +0 | 20 cell | special | sonic | 100 | X2 | 70ft | semi | 23 | Mil +3 |
MkIII Blaster(pistol) | -1 | 10 cell | 2d10 | energy | 100 | X2 | 30ft | semi | 19 | Mil+3 |
MkV Blaster(rifle) | -1 | 30 cell | 2d10 | energy | 100 | X2 | 60ft | semi/burst | 21 | Mil+3 |
MkVII Blaster(heavy) | -1 | 150 cell | 3d10 | energy | 100 | X2 | 60ft | semi/burst/auto | 24 | Mil+3 |
Classic weapons from Roleplaying Games we love | |
---|---|
Gyrojet Weapon | GyroJet weapons fire small self propelled high velocity rockets tipped with an explosive projectile. the weapon isrecoilless and works in vacuum as well as in atmosphere. Gyro rounds don not reach full power or arm until safely away from the shooter. resulting in a minimum range area where the round does only 1d4 bludgeoning damage. requires advanced firearms proficiency |
Needler Weapons | Needlers fire a spread of slim drug doped steel darts or needles. a needler is a low recoil weapon that fires a burst of 10 needles every time it fires. the darts do not spread and do not count as an area effect weapon. the darts strike a single target who must make a Fort Save DC18 or be stunned 1d4 round by the drug. lethal darts are available but the are highly illegal. Burst fire and autofire attacks may not be used with a needler but the double tap feat is allowed. requires personal firearm feat |
Sonic Weapons | Sonic weapons use focused beams of high pitched sound waves to inflict damage. sonic weapons require an atmosphere to function and have an area affect of 10ftx50ft line under water beginning in the square in front of the firing creature. Partial or unsealed armor has it's equipment bonus halved against sonic weapons |
Sonic Stunner | sonic stunners inflict no damage but the target must make a Fort Save DC (10+damage rolled)or be dazed by intense disorientation and deafened for 1d4 rds. creatures with no hearing organs, constructs and oozes are not affected by the sonic stunner. requires personal firearm feat |
Sonic Disrupter | A sonic weapon designed to injure organic tissue and leave machinery and structures untouched. the weapon has no affect on inorganic non living tissue. requires advanced firearm feat |
Sonic Devastator | a heavy weapon designed using sound to damage life forms and structures. requires Exotic Weapons Heavy weapons feat |
dose grenade | A small chemical grenade designed to incapacitate hostiles without injuring them. the effects are unconsciousness and every round for 1d4 rd or until target escapes area of effect creatures must save or be knocked out. Requires no feat |
Blackray pistol | A target hit by a blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible. |
Blackray rifle | A target hit by a Blackray pulse must make a fort save DC 20 or be reduced to zero hit points.If the target makes it save it suffers 4d10 pts damage. If an inanimate target is hit with a Blackray pulse, it must make a save DC 18 or take 4d10 damage. Any target reduced to -1 hit point is disintegrated repair or resuscitation is not possible. |
Blaster weapons | Blasters fire a tremendous bolt of destructive energy,usually these bolts are a modulated pulse of electromagnetic energy that hyper excites matter causing intense heatand explosive vaporization of moisture within the target material. Blasters are common weapons for some races and perfect for space combat since the lack of atmosphere does not affect the weapons performance although it's kick is somewhat potent for an energy weapon. Blasters use a non specific energy to do damage. all blasters require advanced firearm feat |
Weapons of the Open Skies |
---|
Melle weapons |
often underestimated as primitive or weapons for savages blades, axes and spears are still in widespread use. The fact they are useful in up close combat and in situations where a primary weapon is no longer useful many soldiers still car a knife, or sword as a back up weapon. many weapons do have advantages against armors, piercing and bludgeoning weapons treat the DR of fabric and fiber armors as 1/2 their actual DR. In addition to the fact that attempting to use a ranged weapon in melee combat provokes an attack of opportunity.Projectile weapons |
Projectile weapons the most common sort of weapons used by fighters across the realms. Most are powered by smokeless powder and fire a bullet made of lead or bronze. They are very good at punching through things. Using a projectile rifle a sniper can fire through a wall, shoot through a car door, or punch a round through a hundred feet of dense foliage. The Primary reason projectile weapons are so popular is they are cheap to produce and can be manufactured with basic materials, and few exotic materials. While Plasma, Laser and other energy weapons are in wide use they are actually only common on board ships, in the hands of elite soldiers or civilians. |
Plasma Weapons: By generating small amounts of superheated gas, compressing it to the size of a pea.then loading it into an arcane or technomantic gun to fire down range plasma weapons can deliver the equivalent of a grenade going of in the targets face. While significantly more advanced than any projectile weapon they have not replaced projectile weapons in combat. The primary drawback of a plasma weapon is also one of its strongest features. A plasma weapon has little penetrating power. If the bolt encounters a solid object, wall, tree branch or window glass it explodes on impact delivering all of its energy to the object but not blowing through as a bullet would. This does not mean it can not penetrate body armor, in fact it does so very well, it simply means that any obstruction that gets in the way between the shooter and the target will stop it dead in it tracks. This tendency to stop on impact makes plasma weapons popular aboard ships, stations or with Law enforcement. It means that the round is more than lethal enough to deal with a hostile creature, while not over penetrating traveling through a house or vehicle and hitting someone setting in their living room. It also mean that soldiers engaged in a gun battle in the hallway of a ship or station will blow the hell out of walls and protective housings but leave vital equipment exterior walls, and other vital systems intact. |
Beam Guns: lasers are often depicted as slicing though anything they encounter, armor, flesh, the sides of mountains etc. this is true for high powered continuous beam lasers. However most laser weapons fire short highly intense pulses of energy deigned to flash vaporized material on contact creating a small but intense explosion of steam or vaporized material. Beam weapons will tunnel through about anything they hit, and are treated as being a fully automatic weapon. However they are power hungry beasts that use up their power supplies in short order. Pulse lasers are less power hungry but like plasma weapons will not blow through obstacles 90% of all Beamer weapons on the market are Pulse Beams, In order to acquire a constant beam which can tunnel through an obstruction and fire has an innate full auto mode the purchaser must also purchase the full auto gadget’ which in this case converts the weapon into a continuous beam. Unfortunately the extra power consumption means each attack still uses 10 rounds from the magazine, even if the firer is using it to fire a single shot. On the plus side a beam laser reduces and enemies equipment based Dr by 5 and ignores all non solid shields and barriers, either Tech based or powers based and will pass through transparent materials without leaving a hole or being reduced by the objects hit points or DR. Pulse Beams are less power hungry but like plasma weapons will not blow through obstacles 90% of all Beamer weapons on the market are Pulse Beams, In order to acquire a constant beam which can tunnel through an obstruction and fire has an innate full auto mode the purchaser must also purchase the full auto gadget’ which in this case converts the weapon into a continuous beam. Unfortunately the extra power consumption means each attack still uses 10 rounds from the magazine, even if the firer is using it to fire a single shot. On the plus side a beam laser reduces and enemies equipment based Dr by 5 and ignores all non solid shields and barriers, either Tech based or Kinetics based and will pass through transparent materials without leaving a hole or being reduced by the objects hit points or DR. Pulse Beams follow the same rule as Plasma weapons, they can be equipped with a standard auto fire gadgets( when purchasing an auto fire module for his weapon the character can choose to have the gadget convert the weapon to a continuous beam weapon, or to fire pulses in auto-fire mode), their primary advantage is that they like all Beamers function in vacuum, under water, (range increments halved, )and have absolutely no recoil and can be tuned to fire an invisible silent pulse. (Beam weapons can fire auto fire, burst, and double taps with penalties reduced by half. Laser suffer no penalties firing under water or in zero gee environments) on the other hand a mirror or piece of reflective foil will stop them in their tracks. |
Disrupters: disrupter use destructive energies to rip apart matter and tissue with horrific results. Matter is pulverized and tissue reduced to a bloody parboiled pulp. Disrupters share all other characteristics with laser weapons and are used by some races as a replacement for them. Especial races who's most common enemies have a vulnerability to bleeding or tissue disruption. |
Blasters: first developed by Technomancers, Blaster is a generic name for an advanced energy weapon, still uncommon but becoming more readily available these weapons use many of the same principles as a hyper drive engine. They create a powerful pulse of energy. These energies cause normal matter to burn away leaving little but carbonized dust behind. In all respects of performance, penetration and damage blasters are nearly identical to Plasma weapons. |
Revolvers A simple and effective weapon carried when reliability is more important than volume of fire or sophistication. Due to it’s simple mechanical design and chemical propellant system Revolvers are usually immune to being spoofed, or sabotaged by hostile techs. The rugged simple design can be manufacture by anyone with the right metals and a machine shop, meaning that revolvers can be produced on small colonies or aboard ship. The common designs are easily found on the Hyper-net and can be fabricated by anyone with minimal training. Craft mechanical DC 15, manufacture ammunition Craft chemical, or demolitions DC 15 “Shop made” revolvers have slightly decreased power and can not be repaired with standard parts. -2 damage, +2 repair DC and parts cost. Weapon Purchase Dc -4 |
Semi automatic pistol: or self loading pistols fire and chamber a new round each time the trigger is pulled. Usually holding it’s ammunition in a detachable box magazine or internal magazine, a few rare revolver style semi auto do exist but they have little popularity as anything but novelties or collectors items. general used as a service weapon for police and officer, it is a common civilian self defense weapon. The small size acceptable accuracy, and ease of use make the weapon one o the most popular firearms in civilian hands. Many jurisdictions limit the carry of handguns, and impose restrictions on sale and possession of them. However in all but the mot heavily regulated area civilians can acquire a hand gun with the appropriate paperwork. |
Light revolver/pistol Seldom seen in combat light revolvers are often hunting weapons, or used for sport shooting, vermin control or hunting small game. These small weapons are usually kept by civilian or part of a survival pack to provide some men of taking edible game. Only when larger weapon s not available are light revolvers pressed into service as a weapon. |
Derringer: a small twin or four barreled weapon usually in small caliber although some large caliber pocket cannons are manufactured they can fire only at short ranges and in larger calibers are unpleasant weapons to fire. -4 accuracy, +2 initiative, -15ft range increment ( large caliber version require a will save DC 10 to fire without an additional -2 to hit due to the heavy recoil and muzzle blast of the weapon |
Sport revolver/ pistol: a small caliber pistol meant for recreational shooting and target practice, lack the lethal power to be used as a combat weapon but sometimes it is used as a last ditch defensive weapon by civilians. Many sport pistols are masterwork models of a light revolver or semi auto, grant an additional +1 to hit and +5ft to their range increment. |
Medium handgun: sometimes referred t as a combat handgun thee weapons are the bulk of commonly carried defensive firearms. Firing around between 6.5mm to 10,, these compact weapons serve a a standard sidearm for police, military officers, drivers and pilots. The ease of carry and firing make them a practical weapon, and deadly in the hand of an experienced shooter. |
Heavy pistol revolver: a large caliber combat weapon intended mostly for tactical use, it is a common back up weapon for soldiers, security officers, and police tactical teams. It has a smaller capacity than most medium caliber weapon shorter range and heavier recoil but the impact of a large caliber or magnum round tends to offset the weapons limitations. |
Hold out revolver: A small easily concealed revolver meant to be carried in the purse or in a pocket. It lacks range or accuracy however it can be effective at pointblank range and it’s small size makes it ideal for both civilians, undercover police officers, and unfortunately criminals. Extremely compact +4 to slight of hand to conceal the weapon. -2 to hit, -10ft range increment |
Detectives model A revolver or semi automatic pistol with low profile sights a shortened barrel and any protrusions that might snag on clothing soother or removed. It is usually more powerful than a hold out pistols with large bore calibers sometimes being chambered to provide a heavy defensive punch when carrying a combat handgun would be discouraged or arouse suspicion. +2 slight of hand to conceal ewpon -1 to hit, -5ft range increment +1 initiative with weapon. |
Render Pistol: an alien weapon used by a hostile non-communicative race in the lower realms.. The render pistol uses intense forces to fire high density needles at incredible velocities. The density shape and impact velocities of the rounds allow them to pierce most armors and then bend and tumble inside the body of the target. If captured intact the weapon can be adapted to use conventional power cells and fire steel needles instead of the more expensive crystalline needles. If loaded with the more expensive charged crystal rounds the weapon reduces Dr and Hardness by 4 pts, and imposes a -4 on the heal injury check to treat the wound due to energies the crustals are charged with. Tungsten carbide DC 10 per 20 Carbon crystal DC 15 per 20 |
Sliver Gun A reverse engineered version of the render, it fires nickel iron slivers shaved from block of metal loaded into the weapon. Typically the projectiles contain intentional contaminants that cause a toxic reaction in most organic creatures. The target must make a DC 15 Fort Save or lose 1d4 pts of Dex until detoxed. Further injuries do not do increased damage but increase the DC of the treat injury check by +1 per separate injury. |
Tranq Pistol: A less than lethal weapon used as a self defense weapon or by law enforcement to subdue violence prone subjects. The weapon fires a hypodermic dart that injects a powerful euphoric, and mild hallucinogenic drug as well as a powerful sedative. If used properly the subject quickly falls into a blissful semi conscious state making him easier to control. Toxin 1d6 con Save Fort DC 14 each additional hit increases the save by +2: save negates Dart must penetrate any Dr the character has in order to be effective. Usually used in conjunction with a called shot to hit unprotected location. |
Gel Slug gun Gel Slug weapons fire a low velocity High density polymer round that pancakes on impact. The round does no permanent damage but causes sever bruising and pain when hitting an unarmored target. Repeated shots are often used to subdue rioters, and combative prisoners. ( Temporary damage only, ineffective against rigid armors) |
Gyro Slug A gyro lug is a hybrid weapon, a low power charge propels the projectile from the weapon. The Projectile is a small rocket tipped with an explosive charge. The small shaped charge is usually wrapped in a fragmentation sleeve that can injure or frighten nearby combatants. The shaped charge used by the round reduces Dr and hardness by 2pts. |
Cone gun An upgraded version of the gyro jet. It uses a series of magnetic rings around the barrel to give the round high initial speed. The solid tipped armor piercing round is then accelerated by a compact high impulse rocket motor allowing it great range and acceptable close range effects. Ammo: Improved penetration gadget included: +2 to hit , to negate armor AC bonus only. Purchase DC 7 per 20 |
Machine Pistols: not to be confused with sub machine guns, machine pistols are normal semi automatic pistol modified or purpose built to fire in burst or full auto modes. They allow a shooter to hose down an area, concentrate maximum firepower on a single target or fire single shots for extended periods without reloading. Seldom carried by civilians without special permits these weapons are carried by drivers, pilots, body guards and assault teams who need maximum firepower in the smallest possible package. A machine pistol is one of the few auto fire weapons that are normally fired one handed. Although most people prefer to use both hands on the weapon. If using two full auto weapons and firing an auto fire attack at the same target area the save Dc to avoid the attack is increase by +4 however the penalties for using two weapons apply to the attack roll against the target area . If using two auto fire weapon at once the area covered by the attack can be doubled by hosing down two separate areas at the same time. Two attack rolls are required to hit the target area. And two weapon fighting penalties do apply as well. |
Submachine guns: Lightweight pistol caliber weapons designed for full auto or bust fire firing. Submachine guns are a tactical weapon best suited to close range or defensive combat. Largely replaced by assault rifles in regular combat units, submachine guns are compact and deadly at short ranges and in areas where a full sized long arm would be cumbersome and restrictive. |
Shotguns: Used for hunting self defense and close quarters combat shotguns are extremely flexible and dangerous weapons. The impact of a single heavy slug, or a sleet of smaller pellets is effective against animals and armored assailants. The short range and punishing recoil of a shogun offset it’s power slightly but many shooters are happy to endure the sore arm and bruises fro a big bore shotgun for a fist full of mayhem. Shotguns as auto fire A single round of buckshot can end 8-12 .30caliber projectiles down range each one packing as much power as a 9mm round. The firepower of such a blast is nearly as deadly as an auto fire burst from an assault rifle though it lacks the range and penetration of the rifle caliber weapon. If a shotgun user has multiple attacks in a round he can lay down a murderous barrage on a target area, that is effectively an auto fire attack using one round from a shotgun. While the pellets need to travel a good distance before the spread out. Most loads travel in a dense ball about the size of your fist for 10-20 feet before spreading out enough to be effective as an auto fire attack meaning most shotguns can not make a area affect attack at pointblank or short range. When firing shot ammunition at medium and long ranges, the user can fire one round to attack a single 5x5 area with an auto fire attack. The save versus being hit is determined by the ammo used. 00Buck Save DC 15 Game Load: 2d6 per pellet DC 18 Birdshot: -1 die damage DC 20 Uses standard shot gun ammunitions. If firing a Solid slug round shotguns become more accurate and have better range, in addition one massive 18-20mm diameter slug of lead hitting a target can have horrendous effects. When firing slug ammunition the weapon does +1 die damage but can not make auto fire type attacks unless the weapon is an auto fire weapon. Shotgun Burst attacks: Using a load of shot as an auto fire attack allows a shooter with the burst fire feat to make a burst attack with just one round. All modifiers and restrictions apply except for the number of rounds required to make the attack. |
Full Auto shotguns: Firing a 12guage shotgun on full auto is a brutal act. For both the shooter and the target. It inflicts an additional -4 to the attack roll vs. the target area but it also increase the DC of the save vs. the attack by +4</br> In addition if the shooter fires a conventional burst attack firing five rounds the attack receives a +2 to hit and also gains an additional 1 die to the damage ( this characteristic make close assault weapons and any full auto shotgun a powerful weapon, the GM should consider this before allowing access to them. He can also fel free to increase the attack bonus instead not increasing the damage of the attack. ) |
Using shotguns to breech objects. A shotgun has a great advantage when used to blow locks and hinges off doors. At a few feet the spread of shot is enough to literally blast a fist sized hole in a door, and blow the lock, doorknob or hinges across the room. Specialized breeching rounds are available that deliver double damage against object but have a range increment of 2 ft and a maximum range of 20ft. |
Single shot: shotgun A weapon with one barrel that holds a single shell. Each time the weapon is fired it must be broke open and reloaded manually. A simple but effective hunting weapon that can be used for self defense in a pinch Double barreled shotgun: Similar to a single shot shotgun but consisting of two individual barrels et side by side or one atop the other. This arrangement allows for a rapid second shot to be fired if the first one misses, or to fire both barrels in a devastating blast of shot. If both weapons are fired at once it acts as a double tap. Increasing the damage and imposing a -2 to the attack due to the heavy recoil of two large bore shotguns going off at once. If both barrels are used to fire on a single hex as an auto fire attack the DC of the save to avoid is increased by 4 pts. |
Sawed off shotgun: a crude but effective weapon that is more easily concealed than a full length shotgun. Contrary to popular legend a sawed of shotgun does not spar a cone of lead when fired. The shot still stays in a ball of flying lead about the size of your fist for 10-20 feet. But it does put enough punch in a concealable packed to blow most enemies out of their shoes. . normally hiding a weapon the size of a shotgun would be impossible but cutting the barrel and stock down to the bare minimum creates a large pistol that can be concealed under a coat or in a satchel bag or a large box. (So you think that’s a dozen roses he has for you?) |
Pump action shotgun: This weapon uses an internal box or tube magazine to hold several shells, each shell is loaded and the action of the weapon cocked b working the slide or pump under the barrel. Working the slide is a free action but it does require the shooter have both weapons on the weapon to work the slide. The advantage of a pump action shotgun is that if a shell does not fire properly it can be quickly ejected and another round fired. Without needing to clear the jam. ( if a critical miss is rolled the weapon does not jam the shooter simply has to pump the slide as a free action to clear the misfire from the chamber. If he has another attack available he can attack again with the weapon. Stacking rounds: The shooter of a pump shotgun can stack rounds of different types shot, slug or explosive in the same tube, by taking a move action he can eject the shells in line before the desired load and fire the load of his choice. The shells in order before the desired load are lost, but can be picked up later, and he must fire the rounds in the order they are loaded. Or eject them from the weapon. |
Street Sweeper. A short heavy shotgun that has a drum style magazine that also acts as it’s chamber. Each shell is held in a separate cylinder and the entire magazine/breech mechanism rotates to bring a new shell in line with the barrel. If carrying a street sweeper the shooter can stack rounds as well, however in this case the round is not ejected it is simply rotated out of line with the barrel and the desired round is cycled into position. In most cases a street sweeper loads 12 rounds, and reloads by breaking the weapon open and inserting a single round into each chamber. This is a slow process, and takes a bit of coordination and concentration in combat. (full round action -2 to ac) The short barreled design of a street sweeper decreases it accuracy and range somewhat range increment -5 feet and it suffer an additional -2 on attack rolls. |
Semi auto shotgun. Used for hunting, sports shooting, and self defense the Semi auto shotgun is also an effective offensive weapon. The weapon is found almost anywhere from broom closets in homes to the trunk of a police cruiser or in he hands of a well armed guard. Large capacity military grade semi auto shotguns are sometimes issued to security and entry teams, and soldier operating in close quarters where range is not an issue. |
Close assault weapon A militarized full auto version of the shotgun. It is also called a street sweeper or room Broom due to it’s devastating effect when fired in full auto or bust modes. While it’s recoil, weight and fearsome report are uncomfortable at best, shock troopers, ship security teams, and assault teams use the weapon heavily. When used to make and auto fire attack and loaded with shot shells the save DC versus the attack is increased by +4 |
Carbine: halfway between a pistol and a rifle the carbine was the forerunner of the assault rifle. The primary difference is the caliber of the round it fires. Carbines typically fire pistol caliber or extended pistol caliber rounds. Often they are designed with shortened or collapsible stocks and shorter barrels than rifles making them handy in a close in fight. Seldom issued to militaries, carbines were originally issued to NCO’s, gun and vehicle crews, and rear area personnel who needed a better weapon than a pistol but would be burdened by a full sized rifle. Their role in combat taken over by submachine guns, machine pistols and assault rifles leaving the carbine as a civilian weapon sometimes carried by law enforcement, security personnel and travelers in need of a compact weapon without the need for a powerful round. |
Saddle rifle: A short lever action hunting or sport rifle chambering magnum pistol round to give it more punch than a normal carbine. The weapon is exclusively a sportsman or civilian weapon and is rarely seen in civilized area or among professionals. ( damage 2d8, magazine capacity 10 tube, single shot, Purchase DC-2) Sport rifle: A small caliber low velocity rifle used for target shooting, and hunting small game. The round lacks enough power to be a reliable weapon but most travelers on unsettled planets keep the weapon around to deal with vermin or to supplement rations with fresh meat. In civilized area the sport rifle may be the only weapon the average person will own. It’s low power cheap ammo and small size make it a good choice for leisure and hobby shooters and woodsmen. |
Survival rifle. A collapsible single shot version of the sport rifle that also includes a second single shot barrel firing shogun ammunitions. Each barrel is fired separately and must be manually reloaded before it can fire again. The weapon has the following features. Compact, collapsible, storage compartment, and alternate weapon. Most survival rifles feature a solar cell that allows the weapon to recharge with a few hours exposure to strong sunlight. Purchase DC 15 |
Hunting Rifle: Another civilian firearm, often fitted with telescopic sights, custom stock assemblies and match grade ammo a hunting rifle can be pressed into service as a precision rifle without much alteration. the hunting rifle varies in mechanical details and design from model to model but accuracy and lethality are fairly standard.. The lethal impact of the heavy round fired by a hunting rifle is enough to take even large game. When the hooter has the skill to put the round in a vital location a one shot kill is often possible. When attacking an unaware target the hunting rifle increases it’s critical threat range by +1 |
Semi Auto rifle: Usually a civilian version of a military rile the semi auto rifle is less accurate than a hunting rifle but has beer range than an assault rifle. Usually due to less capable but more accurate digital sights and heavy barrels which do not distort under the heat generated by the linear accelerators built into it. Civilian grade optics built into this rifle lack low light vision and do not have the same targeting assistance software as the smart sights of a military issue assault rifle. However they can vary their range of magnification from 1.5 to x10 magnification. |
Assault Rifle: Newly issues to most elite military, militia and paramilitary forces. The assault rifle is rugged reliable and puts a good deal of firepower in the hands of troops.Assault weapons . Civilians are discouraged fro carrying assault rifles even in lightly regulated areas, and in many location civilians are not allowed full automatic versions of assault rifles. Instead they must purchase a carbine of similar appearance and semi automatic fire mode only. Civilian versions firing semi auto only are purchased at -2 Purchase DC. |
Battle Rifle: Unlike assault rifles battle rifles fire full sized rifle projectiles. They have longer range, inflict more damage and are generally more accurate. They however seldom feature a full auto mode, and are slightly heavier and bulkier than assault riles. When fitted with a telescopic sight battle rifles can be used as an effective snipers rifle as well, their long range and lethal impact making them a deadly weapon when used in the snipers role. Full auto battle rifles are available but suffer an additional -2 when firing in burst or auto fire modes. |
Automatic Rifle: based on a standard battle rifle an automatic rifle fires from a box magazine, and is designed to fire in full auto fire in short bursts or in suustaind fire if rapidly reloaded. It is more compact than a light machine gun and is issued to a single soldeir instead of two man machine gun teams. When a trained soldier is equipped with an automatic rifle he can fire on the move and advance with an infantry squad or support other machine guns in defensive positions. carrying extra magazines, and using the flding bipod an infantryman can provide his squad with a pinpoint fire support and still use the rifle for single shot aimed fire. |
Elephant rifle. A single or double barreled rifle chambering a massive high impact round designed to take down large, thick skinned animals. Originally developed for big game hunters and collectors the heavy rifles are not very practical in combat but they can deliver sufficient damage to disable or kill most creatures wih a single solid hit. |
Sniper rifle: A precision bolt action or semi automatic rifle with enhanced accuracy and optics. The sniper rile is best used from a distance and concealment. In the hands of a trained marksman the weapon is deadly. Armed with thus weapon the marksman can kill enemy officers, disable transmitters and surveillance equipment, or spread chaos into a unit trying to move through the area he controls. In wars past a single sniper can hold up entire companies or wreck the command and control network of a enemy unit. In the hands of a madman, criminal or terrorist this rifle is capable of spreading fear and confusion far further than it’s effective rang as civilians become afraid to go out on the street and law enforcement agencies are forced to devote their resources into finding and eliminating the sniper. |
Anti material rifle. An even larger version of the sniper rifle the anti-material rifle fire a truly massive armor piercing round that is often enhanced with incendiary or explosive loads. When properly employed it can disable vehicles, Mecha and punch through light structures to damage or destroy communications equipment and wound or kill officers. is too heavy to be carried into direct combat and often draws as much fire as an artillery piece when spotted by infantry. The shaped charge of an anti-material rifle ignores 5pts of harness and/or DR on a successful hit, and reduces a targets equipment based AC by 4pts.. |
Assault cannon ( storm Gun) Assault canons are not subtle weapons used for close fire support by infantry they are a man portable 25mm canon capable of firing a slightly reduced explosive shaped charged round at both troops, vehicles, and stationary targets. Most unit will carry at least one Assault cannon assigned to a trooper who has the physical strength and stamina( strength 16 Con 12 to fire from shoulder) to handle the heavy monster, or fit the shooter with a harness and mechanical arm to mount the weapon on. Occasionally power armor troopers will have an assault cannon fitted with expanded magazines, anatomize modules turning the weapon into a super heavy assault rifle. The shaped charge round of the Assault cannon reduces target DR by 5pts in addition if the target is struck directly by the round then he receives no save vs. the explosion damage and it is added to the damage dealt by the initial attack. |
Heavy weapons: Designed to support troops on the ground or arm light vehicles, heavy weapon are seldom issued o individual soldier, instead they are usually issued only t individuals who have received special training with them. |
---|
Light Machine Gun A LMG fires the same caliber as the standard rifle, using a belt feed from either a loose belt of a boxed belt which contains the ammunition belt. Or a preloaded cassette of ammunition that allows for rapid reloads. LMGs are fitted with only crude sights, bipods, heavy quick change barrels which allow them to fire sustained bursts but make them less accurate than issued rifles. however when manned by a trained crew a light machine gun provides a sustained barage of lethal fire at longer ranges than submachine guns. Crewed by two men the light machine gun is a formidable offensive or defensive weapon and allows the assistant gunner to support the gunner with his own weapon, pick out targets, or defend the team against unexpected attacks. While capable of sustained fire Light machine guns are susceptable to over heating. If they are fired for more than six rounds continuously the gunner must make a save DC 10(+1 per round over 6) or the weapon malfuntions and must be cleared ( 1d4 rounds, or repair check DC10) before it can be fired again. |
General Purpose Machine Gun; Heavier than the LMG the GPMG fires the same round as most battle rifles. The weapon is sometimes crew served with an assistant gunner to, carry extra ammunition belts and spare barrels, spot targets, provide cover fire for the gunner, and link ammo belts as the gunner fires allowing the weapon to fire continuously. ( as full round action the assistant gunner may link ammo belts together effectively reloading the weapon before it runs out of ammunition, in addition he can make aid other check to provide the Gunner with support fire using his rifle or advise him of threats to increase the gunners AC) GPMGs are also mounted as defensive weapons on vehicles or n fixed positions and bunkers. Often mounted on bipods, tripods or vehicle mounts. ( tripod or vehicle mount Purchase DC 12 increases range increment +5 ft) gunner can not move fro weapon, is flat footed while manning a fixed gun, and has the vehicles Defense while manning a vehicle mounted weapon. Firing a GPMG from the shoulder requires a fort save DC 12 or suffer a -2 to attack. If assigned an assistant gunner the assistant can carryout the functions of a SAW assistant gunner. |
Maxim Gun: the largets rifle caliber weapon in current use the Maxim gun is designed to be used as a fixed defensive weapon, a vehicle mounted weapon or on vessels against attacks by boarders or creatures. With a heavy water jacket, reinforced barrel ahd solifd tripod or cart mount the Maxim gun can lay down a continuus sleet of deadly fire as long as coolant and ammunition is available. It can fire every round on full auto, as long as coolants and ammo are available. without fear of jamming. |
Heavy Machine Gun” Almost an auto fire cannon the heavy machine gun fires rounds ranging from 12.5 to a15mm it is primarily and anti vehicle weapon intended as the main gun of light vehicles, helicopters and transport aircraft, or as a fixed weapon defending a local area. If mounted on a tripod the weapon is crew served on vehicles it is typically manned by the vehicle commander or a passenger. |
Due to it’s size and lower rate of fire the weapon is not suited to firing at individuals or creatures smaller than large. Powered armor troopers and Mecha can mount a heavy machine gun, Mecha of a size greater than large usually mount several in linked fire to maximize accuracy and impact. Four heavy machine guns take up a single slot on a Huge Mecha or vehicle, an half a slot on colossal Mecha or vehicles. Ultra light and light Starships can mount 8 linked heavy machine guns in a single weapon slot. On larger starships they are typically used as point defense and anti intrusion weapons and are not considered a suitable weapon for combat. Against other ships. Medium and large Mecha often use the weapon in a modified form as super heavy battle rifle. A large or larger creature can carry and fire the weapon using their rifle skill to fire it. |
Gatling Guns |
---|
A Gatling gun styled weapon features several barrels rotating around a central point to keep heat buildup in the individual barrels to a minimum. The mechanism and rotary arrangement allow for an unbelievable rate of fire from the weapon allowing it to saturate large areas form maximum effect. the weapon had fallen out of favor with maxim styled guns replacing it in many areas. The original weapon was hand crank, and fed by a 50 or 100 round box or hopper magazine. the difficulty of a solder to maintain a steady rate of fire, and frequent loading made it les effective than the newer designs. the addition of a clockwerk or mechanical motor, and use of ling or feed chute magazines from a large container caused the weapon to find a new found popularity. Gatling guns can not be fired in short burst their rate of fire is far to high to be controlled accurately. Instead they fire twice as many bullets in a round than a conventional machine gun. Granting a +4 increase to the targets save DC versus auto fire. Alternately the weapon can cover twice as many spaces as a conventional machinegun allowing it to saturate a larger area hopefully inflicting damage on more targets with a single attack Mini guns require one round to spin up and reach firing speed. on the first round it is used the firer must spend a full round bring the weapon online and spin it's barrels up to speed. On his next action he can fire the weapon normally. Also the wieght and bulk of the rapidly spinning weapon causes some resistence to movement. if carried by a single man not in Assisted armor the firer can not move faster than a walk and can not make any movemnt that requires a check or skill roll. |
9mm Mini Gat firing a pistol caliber round to allow the weapon to be carried by a person the Mini Gat is a powerful weapon when used in defense or in assult when mounted on Assisted armors. The mini gat does the same damage as a submachine gun with the same statistics, except for it fires 3 times as many rounds per burts and grants a +6 penalty to saves to avoid auto fire. or allowing it to cover twice the area of a nomral atuo fire weapon. In addition when used against large or larger creatures it can be used to make direct attacks, treating the weapon as if it were a semi automatic weapon. dealing x2 damage to the target due to the shear vulume of fire. Due to the light wieght barrels and the compact size of the weapon a Mini-gat does not slow it's carrier and can be foired in the same round it is brought into action. |
5.5 Mini Gun A weapon designed for use in the field from mobile mounts, or light vehicles the Mini-gun is still light enough to be carried by a small team or mounted on a suit of assisted armor. In are conditions a singl character may be stroing enough to carry and fire the weapon on his own. although the wieght of the weapon it's power pack and ammo canister. ( usually 2000 round) may wiegh the character down significantly and encumber them. Note a character with 18 strength and 14 con, wearing power armor or a hardsuit can use the 5.56mm mini gun as a personal weapon. However he can not run and is at -2 to his initiative due to the weight and bulk of the weapon. The weapon itself weighs 50lbs and the ammo and battery pack nearly 75 lbs Against large or larger targets the gunner can make a direct attack using 20 rounds of ammunition but doing 3d8 damage to the target. when used in thes manner the weapon is treated as a semi automatic weapon and each attack expends 20 rounds. |
7.62mm Gatling Gun: The big brother of the 5.5 gatling gun the 7.6 is almost too heavy for one man to carry , it is usually mounted on vehicles or as part of an fixed defense system. In game terms it uses the same rules as it’s smaller version except when used against huge or larger targets it counts as an aimed attack deals 4d8 damage. when used against a Huge or larger target each burst counts as a single shot from the weapon allowing it to be used as if it were a semi automatic weapon) |
.50caliber Rotary gun: A heavyweight monster this weapon is seldom employed against infantry. ( can not directly target a target smaller than huge) It functions more often as a vehicle mounted or Mecha mounted heavy weapon. It features the improved auto fire capability of a mini gun doing it’s listed damage when used to attack an area, when used against a single vehicle or Mecha deals the same damage as a cavalcade chain gun. when used to attack huge or large creature each burst acts as a single attack, allowing it to be used as if it were a semi automatic weapon.) |
25mm Auto guns. Auto Guns are light canons designed for rapid fire. Now often found in fighter aircraft and as defensive guns on smaller ships. Auto guns are basically a large machine gun firing only slightly slower than a machine gun. The mechanism is cycled by the recoil of the weapon and are usually fed by boxed ammo cannisters. though vehicle mounted guns may fire from a linked belt to allow them to fire without being reloaded by a gun crew. The weapon fires a dual purpose anti vehicle, and anti personnel round that can produce a sizable blast when directed at creatures or character smaller than large. When firing at a target smaller than large the round creates an effective (4d6 radius 10ft save DC 14 for half damage) explosion that can injure or kill unprotected infantry and most creature. |
25/30mm Quick firing Gun. a breech loaded gun firing a single round the quick fire gun is a common defensive weapon on airships and in fixed positions. it provides long range accurate fire making it a potentially dangerous weapon to come up against. It's damage, crit range and multiplier are the same as the auto cannon, however it's range is +20 feet, and it's magazine is 1, and fire rate is single shot. The weapon requires a move action to reload each time it is fired. but this can be achieved by a second character allowing the weapon to be fired everyrounf if the second character makes a successful aid other attempt. Suprisingly this weapon is able to target individuals and smal targets, allowing it to be used as a super heavy snipers rifle. Usually mounted on a pedastal the crew is immobile and considered flat footed to incoming attacks. ( a cause for many guns to have gun shields to be installed which provides 3/4 cover DR8 15Hp.) |
40mm Breasa A larger auto cannon. it has the same basic damage as the faster firing 25mm auto cannon when attackign a target directly, but creates a 15 foot radius blast equal to a small mortar round. the weapon is treated as a semi automatic weapon and is often mounted in batteries of two or four. When mounted as a battery it can fire as if it were a linked weapon increasing its ( see mecha and starship rules) |
75mm howitzer: A light short barreled field gun firing a high explosive round. Usually a towed or vehicle mounted weapon it can be mounted on Huge or better sized vehicles. Unless fitted with an autoloader gadget it must be manually reloaded each time the weapon is fired. The Howitzer is designed to be used either in direct or indirect firing modes, allowing it to fire over buildings, or low hills. If fired indirect it targets an area Defense 10 and suffer a -10 modifier on the attack unless there is allied character within line of sight with the target to direct the fire. If a spotter is available he can adjut the gunners aim point reducing the penalty by -2 per attack) A howitzer wieghs nearly a ton, and requires several men, a team of horse of vehicle to move it across the battle field. In addition it takes 5+1d10 rounds to set up a howitzer for quick short range firing when it is moved, or five minutes to set up for accurate long range fire. Ammunition Purchase DC 15 per round. Military +3 |
RPG: A shoulder fired Rocket Propelled Grenade. With a large dual purpose warhead, effective against vehicles, Mecha , structures and infantry concentrations the RPG has not changed much since introduced in the second World War in the form of the Panzer Faust., and Later improved on by the Soviet army into the feared and venerable RPG series from which the family of weapons gains it’s name. The weapon consists of a muzzle loaded Launcher and a projectile. The projectile is ejected from the launcher by a propellant charge and the motor fires a few yards down range. Modern designs use an electromagnetic piston to eject the projectile allowing it to be fired indoor of near other soldiers but basement manufactured units in use by guerillas and terrorists still use te same system. The warhead fires a shaped charge at a short standoff distance from the target, producing a et of molten high velocity metal that slices through armor and create a lethal blast of fragments around the target. Fitted with a standard duel purpose warhead the weapon ignore up to 10pt of Dr or hardness allowing it to usefully engage, robotic units, powered armor Mecha, and anything short of a starship. |
Light Rocket Launcher A collapsible single shot disposable rocket launcher firing a shaped charge warhead. The weapon ignores 10pts of hardness or DR and creates a small blast of fragments on impact. Caution must be used however since the weapon creates a 10ft cone of back blast behind the firer when fired anyone within that zone |
Rotary grenade launcher: Basically a large weapon that fires grenades from a cylinder type magazine allowing the solder to fire shots in rapid succession without reloading. Each round requires a move action to reload but generally the fight is over before the soldier needs to reload. |
4 Pack Launcher: A disposable launcher containing 4 individual rockets a crude sight and attachment mounts for a digital scope, or night vision sight. It is a cheap portable artillery system meant to be used by engineers or designated anti armor teams. |
Incendiary Rocket: an unguided rocket loaded with white prosperous, thermite or other incendiary substance it creates an impressive fireball when detonated injuring damaging and possible igniting any thing in the blast area. ( Save DC 15 versus ignition) |
Demolition rocket. An unguided short ranged rocket intended to be used against structures and fortifications. If the gunner attacks the target directly and makes a successful ranged attack the target does not get a save to reduce damage. Also the weapon can be fired in single shot, semi auto and full auto modes, allowing the shooter to select how many rockets the weapon fires when her hit the firing switch. A successful Demolitions Check DC 15 allows the weapon to be used as a remote detonated weapon. When a target hit’s a tripwire or pressure sensor the weapon fires all of it’s rockets at the designated area. Any creature into eh blast area must save Vs. the DC of the warhead or take damage. A natural 1 on a save indicates the target is struck directly by a rocket. The Demolitions check serves as the attack roll to hit the desired location. Deviation must be determined as for thrown explosives. |
Bazooka A heavy weapon used by infantry since he mid 20th century. It consists of a lightweight launcher unit with sighting mechanism and ignition system for an unguided shaped charge warhead armed rocket. Ranging in diameter from 3.4 to 4.5 inches (88mm to 112 mm) the rockets are low speed short ranged weapons designed to pack a much firepower into as cheap a weapon as possible. They lack any guidance or fire control systems and seldom mount sophisticated optics, however they allow an infantryman to carry a reliable and simple weapon that can destroy both vehicles, and structures, and severely damage tanks and mechs. Projectile cost : DC 12 per 6 |
Panzerfaust: a single shot disposable recoilless weapon that fires a large anti tank grenade the forerunner of the LAW and the RPG. The weapons shaped charge warhead ignore 10pt of hardness and Dr but only for the target truck directly creatures and objects within the explosives blast radius receive full benefit of their armor or hardness. |
Recoilless Rifle: A light artillery piece or anti tank gun that reduces recoil by venting a portion of the propellant gases out the rear of the weapon. The weapons general fire a low velocity explosive round so they can be constructed more lightly than a normal cannon. The weapon is generally vehicle mounted since while recoil is reduced the weapon is far from recoilless. A recoilless rifle produces a sizable back blast when fired. It is not safe to be in the area, a the blast effect can injure or kill creatures and damage objects. Any creature directly behind the weapon when it fires or in an enclosed space such as a building or room when the weapon is fired is subject to an 8d6 flame based attack. Reflex Save for ½ damage. Like most weapons that fire explosive shells the recoilless rifle can be used to attack a specific target. ( Huge or larger) or fire at the area occupied by the target. If directly targeted ad the attack is successful the target receives no save to reduce the damage of the attack. |
Mortar; One of the first cannon invented the mortar is little more than a hollow tube, aiming mechanism and base. The weapon can not be fired directly at a target under normal circumstance. And is usually directed by a fire controller or forward observer. If firing in indirect fire mode the gunner fires at a chosen space, his attack is made at -10 meaning the round will almost always deviate from his aim point to some degree. If firing in full auto mode deviation s rolled for each round fired. (deviation determined as for thrown explosives) If a gunner has a spotter who can see the target and has some mean to communicate with the gunner. The Spotter can correct the gunners aim on following rounds, ( by making an aid other roll using his spot skill) decreasing the attack penalty for firing blind by 2 pts per round the spotter correct the gunners aim. |
Seeker rounds: If fitted with a seeker a mortar round can be fired blind into an area. At the top of it’s arc the weapon deploys a parachute or braking fins to slow it’s decent and search for the target illuminated or marked by a designator or tracer, the designator or tracer bug must be properly coded to math the seeker. Once the designated target is found the rounds tracking system will redirect the round and fire a booster motor, or detonate a self shaping warhead firing a slug of superheated metal into the target from stand off range. Self forming warheads have no blast radius and affect only the target designated. The warheads attack Bonus is determined by the quality of the seeker Basic +3 Purchase DC 14 Enhanced +6 Purchase DC 18 Smart +8 Purchase DC 22 Brilliant +10 Purchase DC 26All seekers have a restriction of Military +3 Target designators can be hand held vehicle mounted or weapon mounted they have a Purchase DC of 18 and a restriction of Military +3 A standard tracer bug can be used with a seeker warhead that is coded to receive and track it’s signal Smart Rounds. A smart round is an advancement over the seeker rounds. It requires no designator or spotter using imaging optics or radar it can identify a target from an onboard data base and engage it without human guidance. Smart rounds have the same attack and spot bonus as a Seeker warhead of the same quality but Purchase DC’s of the guidance system are +2 for the same quality. Surveillance Rounds: Fired from a launcher like a normal round the round carries no warhead. At the top of it’s arc the round deploys a parachute or some other means to slow or halt it’s descent and turns on a sensor package relaying data to a receiver unit carried by the gunner. For 1d6+3 minutes the round will act as a surveillance drone allowing the gunner to observe enemy movements or even direct his own fire. Attacking directly without the -10 penalty for firing blind.a standard surveillance round carries a type I sensor package and a standard target designator. Surveillance round Sensor Pack I Purchase DC 14 Sensor Pack II Purchase DC 18 Sensor pack III Purchase DC 21 Receiver Station Purchase DC 23 Sensor Rounds can be recovered by the firer later, or picked up by the enemy if they spot it. |
Grenade Launcher: Basically a large bore gun that fires a grenade instead of a bullet. Grenade launchers can fire rounds in arcing attacks allowing the gunner to lob around over obstacles and cover. If firing at a target under cover the targets degree of cover is reduced one step. If firing in indirect fire mode the gunner fires at a chosen space, his attack is made at -10 meaning the round will almost always deviate from his aim point to some degree. If firing in full auto mode deviation s rolled for each round fired. (deviation determined as for thrown explosives) If a gunner has a spotter who can see the target and has some mean to communicate with the gunner. The Spotter can correct the gunners aim on following rounds, ( by making an aid other roll using his spot skill) decreasing the attack penalty for firing blind by 2 pts per round the spotter correct the gunners aim. |
Automatic Grenade launcher: A large heavy weapon that fires grenades from a box or belt fed system, the weapon is generally to heavy to be fired by hand so it is usually vehicle or Mecha mounted. Medium, and large mech, vehicles, and ultra light starships may mount the AGL as a main weapon. Larger Mecha and starships will usual not mount AGLs and Huge or colossal much may mount it as an anti infantry weapon. Taking up ¼ pace, allowing four AGLs,, or a mix of AGLs and other man portable weapons to mounted in a single space. While not a tremendously powerful weapon by vehicle or mech standards it gives a vehicle or Mecha a lethal and effective weapon to use against creatures, light vehicles and structures Direct fire with AGL |
AGLs can fire a number of rounds both direct attacks and area effect attacks. Usually these attacks are against an area, but the weapon has the accuracy needed to fire explosive shells directly at a large size, or larger target. If fired directly at a creature or object on a successful attack the target is not allowed a save and takes the rolled damage. Any other creature or object in the blast area of the grenade is allowed to make a save as normal. Using Burst Or auto fire on large targets. If firing at a large or larger target the gunner can make use of Burst and auto fire attack. The rules are the same if the target can not make it’s save it is struck directly by an incoming grenade. In addition the any creature or object must save versus the blast damage of the grenade. Firing multiple grenades at a single area. AGLs are capable of full auto fire, even if their rate of fire is slower than a normal auto fire weapon. They fire burst of 5 rnds on full auto instead of 10, firing on full auto each grenade attacks a separate space if a creature or object is in an area where two or more grenades blast radius overlaps targets in that area do not receive a save for half damage. ( the attack is simply to overwhelming, fragments and concussion from multiple directions make seeking cover almost impossible. Only significant cover can protect a creature or object from multiple simultaneous blasts. Ammo cost: 15 per six (frag) |
Rotary GL; In effect a Rotary GL I a very large revolver multiple loads may be placed in the drum mechanism of the launcher allowing the shooter to pick and choose from ones he has loaded into the weapon |
Guided Missiles Guided missiles are a new weapon for attacking Mecha, vehicles, and structures. Too heavy for an infantryman to fire standing the weapon is usually vehicle, Mecha or tripod mounted. The weapon responds to signals sent out by the control unit relayed to the missile through a metallic wire with the gunner altering the flight path of the rocket in flight. The sealed communications link and diect fire control mean that the weapon can not be spoofed jammed o hacked using decoys or some form of distraction. The firer must maintain a lock on the target as long as the missile is in flight or the missile will crash. The missile can cover 12000ft in a round from the shooters initiative the weapon will fly toward it’s target, suffering no penalties for range or target movement as long as the firer succeeds in a ranged touch attack vs. the target. During the flight time of the missile the gunner must concentrate on the target and can not be interrupted or lose the attack. Most weapons have a range of up to 2 miles, attacking a target at Maximum range could take nearly a turn of flight time. The missiles top speed of 240mph makes it possible to shoot the weapon down however it has a defense of 14modified for movement rates. The defender can either attack the gunner hoping to make him lose track of the target or fire at the missile hoping to knock it down before it delivers a fifty pound warhead that ignores 10pts of hardness and DR into his lap. Ammo Purchase DC :15 per missile |
ATGM Anti tank Guided missile: the name is fairly self explanatory, it is a guided missile that is designed to kill tanks, Mecha, buildings, basically anything it hits. The heavy warhead ignore 20pts of hardness or Dr when it hits. It follows the same rules as a TOW missile except that the firer does not have to concentrate on the target the entire flight of the rocket, making only a ranged touch attack during the last round of the weapons flight. ATGMs can have ranges up to 7 km, t increase their effectiveness the missile will respond to any properly encrypted designator, or remote operation terminal ( Prchase DC 23) Ammo Purchase DC 18 per missile Seeker rounds: If fitted with a seeker a mortar round can be fired blind into an area. At the top of it’s arc the weapon deploys a parachute or braking fins to slow it’s decent and search for the target illuminated or marked by a designator or tracer, the designator or tracer bug must be properly coded to math the seeker. Once the designated target is found the rounds tracking system will redirect the round and fire a booster motor, or detonate a self shaping warhead firing a slug of superheated metal into the target from stand off range. Self forming warheads have no blast radius and affect only the target designated. The warheads attack Bonus is determined by the quality of the seeker Basic +3 Purchase DC 14 Enhanced +6 Purchase DC 18 Smart +8 Purchase DC 22 Brilliant +10 Purchase DC 26All seekers have a restriction of Military +3 Target designators can be hand held vehicle mounted or weapon mounted they have a Purchase DC of 18 and a restriction of Military +3 A standard tracer bug can be used with a seeker warhead that is coded to receive and track it’s signal Smart Rounds. A smart round is an advancement over the seeker rounds. It requires no designator or spotter using imaging optics or radar it can identify a target from an onboard data base and engage it without human guidance. Smart rounds have the same attack and spot bonus as a Seeker warhead of the same quality but Purchase DC’s of the guidance system are +2 for the same quality. Micro Missile launcher. This weapon fire a self guided round that explodes midair near a target. It can fire either 25mm micro grenade warheads or a shaped charge warhead that ignores 4 pts of hardness or Dr when striking a target directly. The rounds guidance system means that it does not suffer range penalties within it’s 300ft range. Although making a called shot with the weapon is impossible since the simple seeker warhead can not control the flight of the round that accurately. </pre>Ammo Purchase DC 14 per six airburst 12 per 3 HEAT |
Thud Gun Man portable, barely, the Thud gun is a cut down version of the gauss canon. It fires the same round and uses he same power supply but it is light enough to be mounted on a tripod or cart and moved by infantrymen. It can be used by large Mecha but is more common on gunships and as secondary armament on hover tanks. Thud guns fire a high impact round deigned to knock down or knock out of control bi-pedal machines, bi-pedal robots, Mecha and vehicles must make reflex save DC14 or be knocked down requiring a move action to stand up again. Ammo Purchase DC 15 per six |
Gauss cannon: A slow firing anti vehicle anti mech weapon this gun is usually the main gun of armor personnel carriers and fixed turrets. It is too heavy to carry and requires a dedicated power source to hurl the 25mm dart at supersonic speeds. Gauss cannons ignore 5pts Dr hardness Ammo Purchase DC 15 for 6 |
Urban Assault Gun A large bore shoulder fired mortar grenade launcher used in urban areas as man portable fire support or as an anti Mecha/robot weapon. The weapon is loaded after each firing but can be carried and fired by a single soldier. Ammo Purchase DC 19 per 6 |
Beam pistol, manufactured by several manufacturers these light pulse beams have remarkable accuracy at longer ranges than most pistols. The low recoil and speed of light travel time of the laser pulse make them deadly accurate, the only real limiting factor on their accuracy is the eye hand coordination of the shooter. Slight shifts in the shooters hand too small to be perceptible tend to throw the impact point of the pulse off and limit it’s accurate range. Ammo standard power cell |
Burner A hand held flamethrower about he size of a heavy submachine gun the Burner uses pressurized gas to create a short duration blast of flame that can injure or kill most creatures. No larger than a large machine pistol the burner pistol allows a soldier to deal wit infectious materials, and destroy material with greater efficiency. The ability to hoe down large areas with a wide spray of flame also provides a good it of intimidation factor to the person carrying the burner. All flame weapons cause a deep irrational fear in some individuals, animals and heat vulnerable species. Animal and heat sensitive creatures and characters must make a will save DC 15 or retreat fighting defensively for 1d3 rounds. Creatures with Animal intelligence who fail their save by more than 5 must flee combat and not return or attack the flame using character or creature unless provoked. Ammo Purchase DC 8 per fuel cylinder. |
Disrupter The standard sidearm of the Quetzl military the disruptor inflict ugly wounds and is particularly effective against Q’sa and Najuhlim. Like most Quetzl weapons it is compact and light making it a god choice for personal carry as well as military use. |
Blaster pistol: A heavy, fast firing blast pistol, neither remarkable for it’s power or accuracy the weapon s a bog standard weapon at best. It’s only redeeming quality is the heavy internal damage it can cause if it penetrates a targets defense. Ammo: standard Power cell Nephilum Laser: extremely light weight with heavy damage for a sidearm the Nephilum laser can fire a dozen pulses in a few second. Disassembly of a Nephilum weapon is impossible they are formed into a single monolithic block of material with all components sealed inside the weapons nearly indestructable black surface |
Stunner; Stunners are electromagnetic weapons. A tightly focused pulse od EM energy tuned to the frequency of organic nervous systems overloads the neuromuscular control system and disorients the target. The low intensity, and frequency of the pulse cause les damage to electronics than a normal EMP, but they can disrupt robots and fixed devices as easily as they do organic systems. Ammo Standard Power cell |
Dragon Disruptor carbine: A basic , if well manufactured and comfortable to shoot, disruptor based assault rifle. |
Plasma carbine: A standard plasma assault rifle issued to Elite troops, the low penetration power of the weapon considered enough of a detriment to off set the multi environment capability of the weapon. Most models fire in semi automatic mode only. The doctrine of placing emphasis on shot placement and accuracy calling for auto-fire weapons to be issued only to specific units. To quickly convert the weapon to auto fire or burst mode the Imperium maintains a stockpile of pulse modules that can be quickly installed by field techs Ammo: standard Power packs Pulse Module: adds burst and auto fire modes Purchase DC +4 on new weapon, Purchase DC 12 from supplier |
Najuhlim Blast carbine |
Repeat Blaster: A lightweight Blaster module for a combat harnesses or assisted armor. it has a high rate of fire and expanded mpower cell, and it's own means of finding enemy targets. Combat harness: Purchase DC 23 Small robotic system that translates head and eye movements into targeting information for the mounted weaponry. It allows the wearer o ire his weapons hand free with little hindrance. The standard model has twin mounts one over each shoulder, and will accept either 2 pistols, 2rifle or 2carbines or some combination of 2 valid weapon, or a single heavy weapon. The harness requires no special training and can be linked to a Personal Network Device and HUD allowing he Cesti to run and shoot without constantly having to holster and un-holster a weapon. |
MK XXXII One of the most advanced weapons seen. Consisting of a modular assault rifle fitted with technomantic sights. The rifle can be combined with several under barrel modules. Including a 25mm high impulse launcher, 40mm grenade launcher, Plasma carbine, or semi automatic shotgun module. Other modules including a chainsaw, concussion rifle and tangle variant are available and are generally kept on hand at most Armories. The chain cuter variant originally intended as means of opening doors in combat situations however shock troops often carry it as a primary melee weapon. When wielding the chain cutter counts as a large 2-handed weapon. Due t the clumsy balance, awkward grip required and the violent vibrations set u by the spinning chain-blade the attack is made at -4, it deal 2d8 points of damage, has a critical damage multiplier of x4, and reduces equipment based DR by 2pts if the target fails a reflex save DC 14 When used to cut through obstructions the chain cuter can cut a man sized hole in an structure in a number of rounds equal to (1+Hardness of material) |
R6 Plasma rifle: A standard issue military plasma battle rifle, issued to ground troops and security forces this weapon is powerful enough to inflict heavy wounds on unarmored target. Tau ground forces emphasis accuracy and fire control above volume of fire, making their marksmen dangerous in a battle where they have the time and resources to set up a prepared defense and sight multiple shooters to cover every approach. |
Kroath Dark Light rifle: Little is know about this alien weapon. It has the same characteristics as a laser rifle however the energy has devastating effect on organic creature literally causing dangerous necrosis of living tissue and affecting metal and synthetics as if it were a concentrated acid. On a successful attack the target must make a fort save DC ( Damage taken) or lose 1d4 points of con, objects must save or suffer 1d6 pts of damage for 1d3 rounds regardless of hardness or damage resistance.. |
Darklight trigun. A heavy support version of the Darklight rifle. It fires from self contained power cell or power cells loaded into the main body of the bulky weapon. Unlike most multi barreled weapons the trigun does not rotate it’s barrels instead it fire three rounds in rapid succession creating a wide column of lethal energy that he gunners tend to wash across every object and living creature in their firing arc. |
Tri-barrel A heavy vehicle mounted plasma weapon. Each “barrel is a complete plasma weapon mounted to a rotating central structure. Fuel pellets and power are fed into the mechanism from the central core and feed chutes attached to it. The barrels rotate rapidly to allow a high rate of speed the airflow over the rapidly rotating barrels efficiently cools the weapons allowing them to maintain rapid sustained fire for longer than any other arrangement has made possible. |
Force rifle The Mekot do not typically punish failure, or miscalculations. However to the typical Mekot a firing squad is preferable to being regarded as a failure. The force rifle was the result of badly failed attempts to develop a man portable plasma rifle that had the penetration properties of a ballistic weapon. The only successful outcome of the project was the compression array that created the gravitational bubble that the plasma bolt is contained by. It tended to use up soo much power that the weapon could barely generate a trickle of plasma. Barely enough for the weapons Linear accelerators to propel down range. It wasn't until techs were clearing away equipment from the target range that they noticed deep pits blasted into heavy armor plating. A compression field had reached the point it had become a physical object. Disrupting within milliseconds of impact with it’s target but remaining intact long enough to cause structural damage from the containment bubble alone. Force weapons are a refinement of the failed system using a tiny packet of low energy ionized gas within a compression field to propel the freestanding distortion at hypersonic velocities. The effective result of the experiment was an energy projectile. That penetrates obstacles as effectively as a bullet, and has little or no felt recoil. |