WEAPONS
THIS SECTION CONTAINS GENERAL PARAMETERS FOR EACH WEAPON.
FOR INFORMATION ABOUT PURCHASABLE WEAPONS, SEE THE ITEMS SECTION.
WEAPON TERMS
DAMAGE TYPES:
• BALLISTIC [B]: Damage dealt by physical contact with high-velocity solid objects.
• ENERGY [E]: Damage dealt by focused lasers. This damage type ignores Damage Threshold [DT].
• SHOCK [S]: Electrical or sonic damage that deals double damage to drones and bots, but is non-lethal to lifeforms. Lifeforms DOWNED by SHOCK damage do not receive the BLEED OUT status.
• HEAT [H]: Damage dealt by extreme high temperatures or plasma.
• CHILL [C]: Damage dealt by extreme low temperatures.
• TOXIC [T]: Damage dealt by caustic acids, chemical inhalants, poisons, etc.
• NERVE [N]: Damage relating to the nervous system and/or cerebral functions. Targets that take NERVE damage must succeed a cool Resist or receive the STRAINED status.
• RADIATION [R]: Damages cells or electronics on the molecular level. This damage ignores Damage Threshold [DT]. Targets that take RADIATION damage receive the IRRADIATED status.
• VOID [V]: The vacuum of space. The absence of all that could be. The crushing imploding force of total nothingness. Targets that take VOID damage receive the OBLITERATED status.
• UNIVERSAL [U]: Counts as all other damage types, usually only applies to Shield Thresholds [ST].
RANGE:
Every weapon has a range unless otherwise stated. Range is a numerical value in units which describes the distance from the weapon’s user that the weapon remains effective. The first number listed is the weapon’s EFFECTIVE range: the furthest the weapon remains reliably accurate. The second number listed is the weapon’s MAXIMUM range: the furthest the weapon’s attack can possibly reach. Weapon attacks made against a target between a weapon’s EFFECTIVE range and MAXIMUM range Lose The Edge. For weapons with area of effect attacks (i.e. CONE, CUBE, SPHERE), refer to the Glossary section on area of effect.
FX:
An item’s special attribute. FX can include inherent properties as well as optional weapon attacks. Unless otherwise stated, FX abilities are declared before an attack is made and require half of a weapon’s base capacity [CAP] (rounded down, minimum of 1) be consumed if it is a gun or a minor action if it is any other item. For a complete definition of all weapon FX, please see the GLOSSARY.
CAPACITY [CAP]:
Every weapon (excluding martial weapons) has a CAP number which corresponds to the maximum amount of AMMO the weapon can hold. A weapon may hold only one AMMO type at a time. Each attack made with a weapon consumes one CAP. Trained abilities consume half a weapon’s base CAP. When a weapon’s CAP reaches 0, it cannot make attacks until its wielder takes a minor action to RELOAD, consuming the associated weapon AMMO to replenish CAP.
LIFT:
Every weapon has a LIFT score which corresponds to the minimum strength score a target must have in order to properly wield it. If a target’s strength score is below the value of a weapons’ LIFT score, all attacks made with the weapon Lose the Edge and it cannot perform its FX. If it is lower by five (5) or more, they may instead not Deploy it.
CONDITION [CD]:
The numerical value of an weapon’s overall functionality. The lower the number, the closer the weapon is to breaking. At half Condition, a weapon receives the MALFUNCTION status causing all attacks made with it Lose the Edge. At zero (0) Condition, it is rendered INOPERABLE.
TRAINING:
A spacer may receive training by acquiring certain Perks or Gimmicks. Depending on the weapon, a Trained spacer may unlock passive weapon effects or the ability to use special FX attacks.
BALLISTIC GUN SUITE
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| PISTOL | 5-10 BALLISTIC | 10/25 | COMPACT | DISRUPT | 6 | 05-14 | 7-30 |
| RIFLE | 8-11 BALLISTIC | 20/70 | TWO-HANDED | HINDER | 10 | 08-12 | 10-30 |
| SHOTGUN | 6-11 BALLISTIC | 5/15 | TWO-HANDED, CONE 2 |
BLOWBACK | 4 | 10-15 | 6-30 |
| SUBMACHINE GUN | 5-10 BALLISTIC | 10/25 | TWO-HANDED, GRAZE |
CUBE 2 | 10 | 09-15 | 7-30 |
| LIGHT MACHINE GUN | 8-11 BALLISTIC | 15/60 | TWO-HANDED, CUBE 2, CUMBERSOME |
GRAZE | 15 | 11-20 | 10-30 |
| SNIPER RIFLE | 9-12 BALLISTIC | 40/120 | TWO-HANDED, RACK, Loses The Edge on attacks against targets within 6 units of user |
DISRUPT | 5 | 11-20 | 12-40 |
ENERGY GUN SUITE
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| LASER BLASTER | 3-6 ENERGY | 20/50 | COMPACT | – | 8 | 03-07 | 4-14 |
| PLASMA BLASTER | 5-10 HEAT | 10/25 | COMPACT, GRAZE |
APPLIES BURNED | 6 | 05-14 | 7-30 |
MARTIAL WEAPON SUITE
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| UNARMED | 1-4 + (0.5x strength) BALLISTIC |
MELEE | QUIET, COMPACT |
SLAM | – | 10-16 | 5-20 |
| THROWABLE | 6-9 BALLISTIC | 5/10 | QUIET, COMPACT |
GRAZE | – | 05-14 | 7-14 |
| TWO-HANDED | 8-12 BALLISTIC | MELEE | QUIET, TWO-HANDED |
CLEAVE | – | 10-16 | 10-30 |
| POLEARM | 9-11 BALLISTIC | MELEE | QUIET, TWO-HANDED |
LEVERAGE | – | 10-16 | 10-30 |
MARTIAL WEAPON DESIGNS
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| BLUNT | – | – | – | KNOCKBACK | – | – | – |
| EDGED | – | – | – | CRIPPLE | – | – | – |
| ENERGY | ENERGY | – | REMOVES QUIET | – | – | – | – |
EXPLOSIVES SUITE
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| SMOKE GRENADE | – | 5/10 | CREATES ZONE FOR 2 ROUNDS, ALL TARGETS WITHIN ZONE ARE BLIND AND HAVE COVER, THE ZONE IS CONSIDERED HAZARDOUS |
– | – | 05 | 5 |
| DEMO CHARGE | 5 BALLISTIC | 5/10 | DEMOLISH, DETONATE, VOLATILE |
BLOWBACK | – | 05 | 6 |
| GRENADE LAUNCHER | 1 BALLISTIC | 15/45 | TWO-HANDED | BLOWBACK | 1-12 | 06-18 | 6-25 |
| ROCKET LAUNCHER | 5-18 BALLISTIC | 40/120 | DEMOLISH, RACK, TWO-HANDED |
– | 1-4 | 08-18 | 10-30 |
UNIQUE WEAPONS
| NAME | DAMAGE | RANGE | FX | TRAINED FX | CAP | LIFT | CD |
|---|---|---|---|---|---|---|---|
| PEPPER SPRAY | 5 TOXIC | CONE 2 | APPLIES BLIND, MAY APPLY STUNNED, VOLATILE |
– | 1 | 03 | 5 |
| FLARE GUN | 5 HEAT | 5/120 | COMPACT, RACK |
– | 1 | 05 | 5 |
| HAND CANNON | 12 BALLISTIC | 20/50 | COMPACT, RACK, BLOWBACK |
FLATTEN | 1 | 14 | 30 |
| LONG GUN | 14 BALLISTIC | 50/150 | TWO-HANDED, RACK, BLOWBACK |
FLATTEN | 1 | 16 | 35 |
| PALENTINE | 8 BALLISTIC | 10/25 | COMPACT, QUIET, RACK, CONCEALABLE |
GRAZE | 1 | 01 | 20 |
| FLAMER | DETERMINED BY AMMO | CONE 3 | TWO-HANDED, APPLIES BURNED, CUMBERSOME |
GRAZE | 1 | 09 | 8 |
| FREEZE RAY | DETERMINED BY AMMO | 20/60 | TWO-HANDED, APPLIES FROZEN, CUMBERSOME |
FLATTEN | 1 | 05 | 10 |
| SHOCKER | DETERMINED BY AMMO | 10/30, CUBE 2 |
TWO-HANDED, APPLIES STUNNED, CUMBERSOME |
DISRUPT | 1 | 04 | 8 |
| FRIGHT GUN | 10 NERVE | CONE 3 | COMPACT, APPLIES PSYCHOSIS, VOLATILE |
HINDER | 1 | 10 | 10 |
| RAY GUN | 7 RADIATION | 15/60 | COMPACT, IGNORES DT, VOLATILE |
DISRUPT | 6 | 06 | 14 |
| DARK MATTER ACCELERATOR | 25 VOID | ∞ | TWO-HANDED, RACK, VOLATILE |
MARK | 1 | 20 | 30 |