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Melee Edit

While using melee in some situations can be ill advised, it can still have its place, particularly but not limited to stealth or with the proper amount of armor.

Weapon Description Damage Cost (in credits
Combat Knife A simple, but elegant blade MGT + 1D6+1 5
Fire Axe A Two Handed weapon designed to breach doors in case of a fire. Also works on skulls MGT + 3D6 21
One Hand Sword Many cultures over the years have developed their own variant of a one handed sword, often as a result of their species Bronze Age MGT+ 2D6+2 42
Two Handed Sword This variant is larger than the one handed counter-part and meant more so for damage than finesse. MGT+ 3D1+1 60
Plasma Sword Various cultures have developed this sword upon the discovery of plasma as a means of breaching doors or preforming quick medical amputations. While it finds limited use as a combat weapon, this two handed device still has its benefits

Note: Requires and Uses a Plasma Cell

MGT + 4D 240
Plasma Enhanced Construction Hammer (PECHer) PECHer's were designed by the Lirari for the purpose of construction or mining. This bloody, Two Handed device has sense been adopted for combat situations, particularly by the more blood thirsty.

Note: Requires and Uses a Plasma Cell

MGT + 4D+2 480


Lasers
Edit

These are the weakest of the ranged weapons by default. However, they have three added benefits over their counterparts. They never need ammo, they emit a light 'hum' when firing, and they can be charged for a round an additional 1D6. Players who charge their lasers must immediately fire the next round, even if the situation doesn't require it or risk negative consequences the longer its held.

Weapon Description Damage Range Cost (in credits)
Light Laser Pistol (LiLaP) This is a pretty standard variant of laser weaponry. 2D6+2 (3D6+2 when charged) Operational/Intermediate 125
Heavy Laser Pistol (HeLaP) A favorite among laser enthusiasts 3D6 (4D6 when charged) Operational/Intermediate 175
Laser Rifle For when you want a longer range, or to use your rifle skill 3D6+2 (4D6+2 when charged) Intermediate/Long 325


Coil Guns
Edit

Coil Guns utilize electromagnets as a means of sending a projectile forward, ultimately replacing the carbon-combustion guns of old. Unlike lasers, Coil Guns require ammo, though it does not require charging to get its maximum effect. Coil Guns also receive more Mods than lasers.

Weapon Description Damage Range Cost (in credits)
Light Coil Pistol (LCoP) Perfect for home defense! 3D6+2 Operational/Intermediate 200
Heavy Coil Pistol (HCoP) Used by soldiers and criminals alike 4D6 Operational/Intermediate 250
Coil Sub Machine Gun This rapid fire pistol uses 3 shots by default but does not increase damage 4D6+2 Operational/Intermediate 425
Coil Shotgun This is your boomstick. This long arm shoot in a cone and require special ammo. 4D6+2

(Forward)

2D6 (Conical)

Operational/Intermediate 500
Coil Sniper Rifle (CoSr) Perfect for deer... or man. 4D6+2 Intermediate-Long/Far 610
Coil Assault Rifle (CARi) For fighting AND fun! This rifle uses 3 shots by default, but it does not increase damage. 5D6 Intermediate/Long 700

Ammunition Types for Coil Guns Edit

Ammo Type Number of Shots Cost (in credits)
Regular Clip 12 15
Banana Clip 21 30
Drum Clip 30 45
Shotgun Clip 5 20

Plasma Guns Edit

This ranged weapon variant is less common than coil guns or lasers. They also hold less ammo than coil guns, but they make up for it by being much more powerful. Some species have not mastered this technology, however, and will be disbarred from using them unless they have a perk.

Weapon Description Damage Range Cost (in credits)
Light Plasma Pistol (LiPP) Glows Green! 4D6 Operational/Intermediate 375
Heavy Plasma Pistol (HePP) Glows Yellow! 5D6 Operational/Intermediate 750
Plasma Sniper (SP) Glows Orange! 5D6+2 Intermediate-Long/Far 975
Plasma Assault (PA) Glows Red! This rifle uses 3 shots by default but does not increase damage. 6D6 Intermediate/Long 1520


Ammunition Types for Plasma Weapons
Edit

Ammo Type Number of Shots Cost (in Credits)
Regular Cell 6 36
Extended Cell 12 72
Premium Cell 18 108

Grenades Edit

Pull the pin. Throw it. Watch the magic happen.

Weapon Description Damage Ability Cost (in credits)
Smoke Screen Time to hide in a cloud you made! None. Provides 50% Cover 50
Flash Bang Get ready for ringing ears! 3D6 -1D6 PER and INT for 2 rounds for effected characters. Effect is radial, but damage is not. 130
Tiny Baby 'Nade Does only a little bit a damage, really 5D6 1D6+2 Radial Damage 200
Classic Frag Hurl relentlessly at n00b spawn points 6D6 2D6+2 Radial Damage 400
Plasma 'Nade This will hurt 7D6 3D6+2 Radial Damage 800

Big Fuck*ng Guns Edit

For when you want to fu*k *hit up to h*ck.

Weapon Description Damage Ability Cost (in Credits)
BF Laser He's ready to teach some lessons. Can be charged and uses no ammo. 5D6 6D6 (Charged Damage) 1,000
Mrs. Flammo An excessive way to start a campfire. 5D6+2 2D6+2 (Conical Damage) 1,500
Mr. Frosto Freeze them in place. Literally 4D6 Effected characters must beat a difficult MGT check to resist freezing 1,700
Coiled Gatling Gun Cigar Not Included. 6D6 None. 3,000
“Norma Gene” It's called the NG-1450 by the humorless. 6D6+2 3D6+2 (Conical Damage) ?
Grenade Launcher For when you don't want to use the throwing skill. [Dependent on Grenade Type] Holds up to 6 individual grenades.

Note: Two rounds to fully reload, one round to reload up to 3 grenades

3,000
Plasma Sureshot No one walks away from Sureshot™! 7D6 Note: Requires Plasma Knowledge 8,000
Plasma Massacre For when you have to kill every mot*erfu*ker in the room! 7D6+2 4D6 (Conical Damage)

Note: Requires Plasma Knowledge

10,000

Edit


Ammunition Types for BFGs
Edit

Edit

Ammo Type Which Weapons? Shots Cost (in Credits)
Tanks Mrs. Flammo and Mr. Frosto 6 30
Ammo Box Coiled Gatling Gun and "Norma Gene" 4 50
MF Plasma Cell Sureshot and Massacre 2 114s


Miscellaneous
Edit

Some weapons just can't be defined in categories.

Weapon Description Damage Special Cost (in Credits)
Throwing Knife Uses the throwing skill to hit the target MGT + 1d6 None. 3
Harpoon Gun The only ranged weapon that can be used underwater. 4D6+1 Requires an "H.Clip" [Five shots, 20 crs] 200
Brass Knuckles Add more pow to your unarmed attacks. MGT + 1d6+2 None. 150
Stun Knuckles Incapacitate a person with your fist MGT + 1d6 (if stun is off/misses) Roll a Difficult MGT+Stamina check to resist KO. 700
Sticky Bomb Tripping this bad boy causes people to become trapped. [Damage depends on grenade type.] Out-in-the-open item requires a moderate spot roll to detect it.

Difficult disarming depends on who set the trap.

Must be loaded with a grenade.

300
Prox Mine Trip it and it explodes. [Damage depends on grenade type.] Out-in-the-open item requires a moderate spot roll to detect it.

Difficult disarming depends on who set the trap.

Must be loaded with a grenade.

300
Time Bomb It's never/always the red wire. [Damage depends on grenade type.] Out-in-the-open item requires a moderate spot roll to detect it.

Difficult disarming depends on who set the trap.

Can go off in as little as 5 minutes or as long as 5 earth years.

Must be loaded with a grenade.

300

Weapons Mods Edit

With some time, technical know-how, and credits, you too can spice up your weapons to give it that extra kick.

Mod Name Weapon Type Description Ability Cost (in credits)
Tracking Scope All Weapons, all types It is an all-in-one scope!

Contains night vision, thermal vision, electrovision (detects electronics, robots, nanites), ammo counter, compass, and atmospheric readings.

Adds +1 to your pistol/long arm/BFG skill when using that weapon. 700
Senor Compensate All Weapons, all types Weights roll around in this attachment to bring the user toward the intended target Adds +2 pip to your pistol/long arm/BFG skill when using that weapon 850
Compact Directional Energy System (CDES) Pistols only, all types It modifies energy output to increase damage. Add 1d6 to DMG 1,500
Extended Barrel Pistols only, all types Increases the range by one "unit" 1,200
Bayonet Rifles only, All types Get your stab on without dropping your gun Add a 1 handed sword (MGT + 2D6+2 DMG) to your rifle 375
Laser Tube Rifles only, Coiled and Plasma types Its a tube full of laser! Adds a light laser pistol (2D6+3 DMG) as a small attachment.

Still uses long arm skill.

500
Shotty Tube Rifles only, Coiled and Plasma types Its a tube full of shotgun! Adds a shotgun (4d6+2/2d6 DMG) as a small attachment.

Takes a full round action to reload.

Still uses long arm skill.

1,250
Grenade Tube Rifles only, Coiled and Plasma types Its a tube full of Grenade! Add a small thing capable of shooting one grenade.

Takes a full round action to reload the one slot.

Still uses long arm skill.

5,000