Weapon calibers:
Projectile weapons
Firearms
A critical failure means a weapon jam when using autofire. A succesful
weaponsmith firearms skill roll is needed to repair it.
Shotguns have a maximum 2m effect radius.
Shotguns see their DC halved (round down) beyond half range.
Recoil has higher impact on firearms accuracy in absence of gravity.
Firearms attacks get a malus of -2 in low gravity (less than 0.1 g), and
-4 in zero-g. Autofire penalty is doubled in low gravity, and quadrupled
in zero-g.
TL 5-6 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Revolver | 0 | 3 | 1 | 6 | 100 | Med | Med | 100 [15] |
Pistol | 0 | 3 | 2 | 8 | 70 | Med | Med | 300 [25] |
Rifle | 1 | 7 | 2 | 10 | 300 | Med | Med | 1000 [50] |
Assault rifle | 1 | 6 | 12 | 25 | 300 | Med | Med | 1500 [100] |
Submachinegun | 0 | 3 | 12 | 30 | 100 | Med | Med | 1250 [100] |
LMG | 0 | 7 | 12F | 100 | 300 | Med | Hi | 3000 [500] |
HMG | 0 | 8 | 12F | 100 | 400 | Med | Hi | 5000 [600] |
Shotgun | 0 | 8 | 1 | 5 | 50 | Med | Hi | 800 [30] |
Tasergun weapons
Tasergun weapons fire a barb which trails behind a fine conducting
wire connected to the shell. When hitting the target, the user can then
use a battery to dump "stun charges".
TL 5 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Taser pistol | -1 | 3s | 1 | 1 | 10 | Low | Low | 200 |
Recoilless weapons
Recoilless weapons have a sophisticated anti-recoil system to neutralize
the gun's movement after a shot.
Recoilless weapons cannot be fired while in movement.
No autofire capabilities.
TL 6 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Recoilless pistol | 0 | 2 | 2 | 8 | 50 | Low | Med | 500 [25] |
Recoilless rifle | 1 | 5 | 2 | 20 | 100 | Low | Med | 1500 [50] |
Rocketgun weapons
Rocketgun weapons fire self-propelled small caliber ammunitions.
No autofire capabilities.
Targets beyond half range get a DC x2 (it takes time to the projectile
to reach full velocity).
TL 6 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Rocketgun heavy pistol | 1 | 2 | 1 | 5 | 100 | Low | Med | 900 [60] |
Rocketgun heavy rifle | 1 | 4 | 2 | 10 | 100 | Low | Med | 1700 [100] |
Needlegun weapons
Needlegun weapons fire a round that contains a bundle of tiny, razor-sharp
flechettes.
Shotguns have a maximum 2m effect radius.
TL 6 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Needle shotgun | 1 | 8 | 6 | 15 | 100 | Med | Low | 2500 [150] |
Heavy needle shotgun | 2 | 8 | 9 | 30 | 100 | Med | Low | 3500 [250] |
Gauss weapons
Gauss weapons fire a ferromagnetic projectile that was accelerated by
a magnetic field. The barrel length is never less than 40 cm for a pistol,
and 1.5 m for a rifle.
It's the quiter slugthrower weapon.
TL 7 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Gauss pistol | 1 | 3 | 2 | 20 | 400 | Low | Low | 1200 [15] |
Gauss rifle | 2 | 4 | 2 | 50 | 400 | Low | Low | 2000 [25] |
Gauss assault rifle | 2 | 5 | 9 | 50 | 400 | Low | Low | 2500 [25] |
Gauss heavy rifle | 2 | 7 | 12 | 150 | 500 | Low | Low | 5000 [60] |
Optional rules:
Ammuntions are interchangeable between two weapons of the same category and caliber (ie assault rifles and pistols use the same rounds).
Special Ammunition for firearms, recoilless and rocketgun weapons:
Energetic weapons
Laser weapons
Laser weapons produce a beam of coherent energy that does burn damage
to the target.
Lasers can operate on any light frequency (near-infrared, visible,
ultraviolet or X-ray), but only TL 8+ weapon could be manufactured with
adjustable frequency (ie firing a beam in more than one frequency range).
DC are reduced by 3 in presence of rain, fog, clouds, dust or smoke
(adjustable frequency lasers has their DC reduced by
only 2).
Basic laser weapons use disposable energy storage in form of clips
or energy storage backpack.
TL 7 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Laser pistol | 2 | 3 | 2 | 30 | 100 | Low | Med | 1500 [50] |
Laser rifle | 2 | 5 | 2 | 50 | 500 | Low | Med | 2500 [100] |
Laser assault rifle | 2 | 6 | 6 | 50 | 1000 | Low | Med | 3000 [100] |
Laser LMG | 1 | 6 | 9F | 200 | 1000 | Low | Med | 4000 [200] |
Laser HMG | 1 | 7 | 9F | 200 | 1000 | Low | Med | 6000 [200] |
Sonic weapons
A sonic weapon uses sonic energy -audible as a loud, low-frequency
rumble- to incapacitate a target.
These weapons automatically penetrate any armor that is not thick enough
to stop sound passing through (ie almost all personal armors). Protections
against noises like headphones give immunity to sonic attacks.
Sonic weapons have a maximum area affect of 3m.
Deafs are immune to sonic weapons.
Sonic weapons doesn't function in a vacuum.
TL 7 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Sonic pistol | 1 | 3s | 2 | 20 | 20 | Low | Med | 500 [50] |
Sonic SMG | 1 | 3s | 6 | 30 | 20 | Low | Med | 1000 [50] |
Stunner weapons
A stunner weapon is a laser weapon that creates an ionized path with
a laser beam. A high-voltage pulse is then sent down this path.
A stun pluse from a weapon is very visible, makes crackling sounds
and leaves an ozone smell.
Stunner weapons are recoiless, there's no modifier for every 10 rounds
fired per phase.
Basic stunner weapons use disposable energy storage in form of clips
or energy storage backpack.
TL 8 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Stunner pistol | 2 | 4s | 2 | 30 | 50 | Low | Low | 750 [50] |
Stunner rifle | 2 | 5s | 2 | 50 | 100 | Low | Low | 1500 [100] |
Blaster weapons
Blaster weapons are directed energy weapons which do damage based on
the effects of a small quantity of atomic particles travelling at relativistic
speeds. It fire beams that interact with the target, doing damage by generating
lots of heat and secondary X-rays.
Blaster weapons are very visible when fired in an atmosphere, and will
look like white-hot bolts of light, accompanied by small thunderclaps.
In vacuum, a blaster beam is barely visible.
Blaster weapons are recoiless, there's no modifier for every 10 rounds
fired per phase.
Basic blaster weapons use disposable energy storage in form of clips
or energy storage backpack.
TL 8 weapon
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Blaster pistol | 2 | 4 | 2 | 20 | 100 | Low | Med | 2000 [50] |
Blaster rifle | 2 | 7 | 6 | 50 | 400 | Low | Med | 3500 [100] |
Blaster LMG | 1 | 7 | 9F | 200 | 400 | Low | Hi | 4500 [200] |
Blaster HMG | 1 | 8 | 9F | 200 | 400 | Low | Hi | 7000 [200] |
Fusion weapons
Fusion weapons are gauss weapons that fire a projectile so hot that
when hitting its target, it becomes a nasty fusion magma.
Not really an energetic weapon, but not also a true slugthrower. Use
the best armor value between KD and EKD.
TL 8 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Fusion rifle | 1 | 8 | 2 | 50 | 300 | Low | Low | 3000 [125] |
Fusion heavy rifle | 1 | 10 | 2 | 50 | 300 | Low | Low | 5500 [125] |
Maser weapons
Maser weapons are microwave beaming weapons. They use a small mass
reactor and an internal antenna array to create a broadband blast of microwave
radiation.
As maser is deflected by metals, armor's EKD is tripled against maser
weapons.
Basic maser weapons use disposable energy storage in form of clips
or energy storage backpack.
TL 9 weapon.
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Maser pistol | 2 | 8 | 2 | 30 | 200 | Low | Low | 3000 [50] |
Maser rifle | 2 | 8 | 6 | 50 | 200 | Low | Low | 4500 [100] |
Maser heavy rifle | 3 | 10 | 2 | 100 | 200 | Low | Low | 6000 [200] |
Maser HMG | 3 | 10 | 6F | 100 | 200 | Low | Low | 8000 [200] |
Plasma weapons
Plasma weapons fire a bolt that looks like a ball lightning with a
fusion plasma core, a metastable magnetic field generated by the plasma
itself, which dissipates upon contact with a solid object.
Plasma weapons have an area effect of 1 m.
Basic plasma weapons use disposable energy storage in form of clips
or energy storage backpack.
TL 9 weapon
Weapon | WA | DC | ROF | Shots | Range | Recoil | Sign | Cost |
Plasma rifle | 2 | 10 | 3 | 30 | 400 | Low | Hi | 5000 [100] |
Plasma LMG | 1 | 12 | 5F | 100 | 400 | Low | Hi | 8000 [200] |
Plasma HMG | 1 | 12 | 5F | 100 | 500 | Low | Hi | 10000 [200] |
Optional rules:
Clips:
Energy clips exist in three formats: small (cost: 50), medium (cost:
100) and large (cost: 200). Two clips of the same format and
TL is interchangeable, ie you could use the same energy clip to supply
a stunner pistol and a blaster pistol.
Fusion weapons use two clips: a standard energy clip and a gauss projectile
clip.
Backpacks:
Energy storage backpacks could store up to TLx30 shots. Cost: 300.
Miscleanous Heavy weapons
Weapon | WA | DC | ROF | Shots | Range | TL | Cost | Skill |
Flamethrower | 0 | 3 | 1 | 12 | 30 | 4 | 500 [200] | Flamers |
Molotov cocktail | -2 | 3 | NA | NA | Per STR | 4 | 15 | Throwing |
Grenade, fragmentation | -1 | 7 | NA | NA | Per STR | 4 | 75 | Throwing |
Grenade, concussion | -1 | 5 | NA | NA | Per STR | 4 | 75 | Throwing |
Grenade, flare | -1 | NA | NA | NA | Per STR | 4 | 75 | Throwing |
Grenade, incendiary | -1 | 4 | NA | NA | Per STR | 4 | 150 | Throwing |
Grenade, smoke | -1 | NA | NA | NA | Per STR | 4 | 75 | Throwing |
Grenade launcher | 0 | As load | 1 | 1 | 200 | 5 | 1000 | Heavy weapons |
Auto Grenade launcher | 0 | As load | 1 | 6 | 250 | 5 | 1500 | Heavy weapons |
Grenade, stun | -1 | 4s | NA | NA | Per STR | 6 | 250 | Throwing |
Grenade, plasma | -1 | 8 | NA | NA | Per STR | 7 | 400 | Throwing |
Miscleanous weapons
Melee weapons
Weapon | WA | DC | Min STR | Notes | Cost |
Bludgeon | 1 | 2s | 1 | TL 4 | 20 |
Combat knife | 1 | 1 | 1 | TL 4 | 35 |
Taser | 1 | 3s* | 1 | TL 5 | 300 |
Stun rod | 1 | 4s* | 1 | TL 6 | 500 |
Neuronic flail | -1 | 5s* | 1 | TL 7 | 1000 |
Vibrosword | 1 | 5 | 4 | TL 7 - 2 handed | 1500 |
Power glove | NA | +2s | NA | TL 8 | 1000 |
Laser sword | -2 | 8* | 1 | TL 9 | 8000 |
Archery
TL 2 weapons.
Weapon | WA | DC | ROF | Min STR | Range | Cost |
Compound bow | -2 | 2 | 1 | 3 | 40 | 200 [1] |
Crossbow | -1 | 2 | 1 | 2 | 40 | 400 [1] |
Weapons Accessories
Optical sighting scope
Gives an additional +1 WA bonus when aiming.
TL 4.
50 Cr.
Silencer
Silencers muffles the bang a firearm makes when it fires. Doesn't fit
on LMG, HMG and shotguns.
Reduces to Low the gun Signature.
TL 5.
200 Cr.
Laser sight
Projects a small laser dot at the point where the weapon will hit.
+1 to the weapon's WA, +2 when aiming.
Range: 100 m.
TL 5.
100 Cr.
Telescopic scope
Negates range penalities up to 100 meters. -1 penalty per 100 meters
thereafter.
TL 5.
200 Cr.
Starlight scope
Uses light enhancement, halves the penalty for darkness, and acts as
a telescopic scope.
Its battery lasts for four hours.
TL 5.
1000 Cr.
IR scope
Allows the user to see heat sources. Halves the penalty for darkness
against non cold targets. This scope is also be able to see targets through
thin walls.
Its battery lasts for four hours.
TL 5.
500 Cr.
Enhanced imaging scope
Looks like a flat color plasma panel providing a computerized targeting
system. Halves the penalty for darkness. It acts also like a telescopic
scope, and gives a +2 bonus to WA when aiming.
Its battery lasts for two hours.
TL 6.
1500 Cr.