No Style: The Weapon design is of no precise purpose.
- Advantages:
- Disadvantages:
- Requirements:
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Hunting Rifle: A two-handed projectile weapon commonly used to hunt wildlife. Not used in professional militaries.
- Advantages:
- Ammunition Amount +1
- Reduced cost of -$150
- Reduced Procure Difficulty of -1
- Extra Negative point for customizing.
- Automatically gets the same range of Large.
- Disadvantages:
- Range cannot be higher than Large.
- Weapon cannot use special ammunition.
- Cannot customize AP damage or Bonus Ability
- Gain the Two-Handed default attribute.
- Requirements:
- Power Level must be at least Medium
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Personal Firearm: This is a commercially available weapon for civilian self-defense or a hobbyist. Usually a pistol.
- Advantages:
- Extra negative point to spend on customizing.
- Gains the Versatile Bonus Ability
- Reduce cost of -$150
- Reduce Procure Diff -1
- Gains the range of Small
- Disadvantages:
- The range cannot be higher than Small
- The weapon cannot use special ammunition
- The weapon cannot customize AP damage or Bonus Ability
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Side Arm: This is a military-grade pistol designed as a secondary weapon for troops in combat situations.
- Advantages:
- Automatically given the Medium range.
- Gains a +1 to Bonus Damage.
- Gains the Versatile Bonus Ability
- Disadvantages:
- The range cannot be higher than Medium
- Price increase by $100
- Procure Diff increase +1
- Loses 1 customization Point.
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Shotgun: A gun usually designed to be fired from the shoulder, which uses the energy of a fixed shell to fire a number of small spherical pellets called shot, or a solid projectile called a slug.
- Advantages:
- Hit Die is increased by one Weapon Level. (This doesn't affect the actual weapon level of the gun, just the damage die)
- Disadvantages:
- Pellet/shot ammo will reduce the range of the weapon to 30ft. While a slug is at normal range, however, the range penalty is doubled.
- Misc:
- Rules Modification: Pellet/shot ammo changes the rules for this weapon. Pellet ammo changes the range to just 30ft. To hit a target at 31-60ft the wielder takes disadvantage to accuracy and looses two Hit Die level. You cannot hit a target beyond 60ft. If within the 30ft then an accuracy check for all targets within a 30ft cone need to be rolled. The advantage goes to the target that the Character was aiming for. To learn about cone areas in combat, go here.
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Sniper Rifle: Is a portable, high precision, shoulder-fired rifle, for military or law enforcement use, designed to ensure more accurate shooting at longer ranges than other weapons.
- Advantages:
- Weapon's effective range is tripled.
- The accuracy penalty is decreased by half.*
- Disadvantages:
- The weapon cannot benefit from a speed higher than semi-auto.
- The weapon's procure diff is +1
- The price has increased by 50%.
- Requirements:
- Power Level must be at least Medium
- Misc:
- Accuracy Penalty Summary: For each increment beyond the initial 'effective' range of a weapon, the Character takes a disadvantage that subtracts from their role. Normally, the player would roll the Advantage die (for example, a d6) and then subtract that from their accuracy check. In this case, they would roll a d6 and subtract half and round down from the accuracy check. If the Character has an advantage, then instead of the disadvantage canceling out the advantage, the player adds half of their Advantage roll to the accuracy check. To learn about advantages/disadvantages, go here or Range increments go here.
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Close Quarters Specialized Weapon: Any weapon considered to be designed especially for Urban warfare, especially indoors and close combat situations.
- Advantages:
- Gain the 'Fully Unload' ability.
- The Critical Multiplier is now increased by one.
- Disadvantages:
- The weapons range is reduced to 75ft.
- Procure Difficulty +1
- The price of the weapon is also increased by $1,000
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Chemical Thrower(Flame Thrower): Any weapon that sprays a weapons-grade chemical gas or liquid for a burning or other negative effect.
- Advantages:
- The default damage type is chemical.
- Disadvantages:
- The only other Damage Type allowed is Thermal.
- The range is down to -1 at 25ft. The max range is only 75ft.
- Ammunition amount is halved.
- Reload Speed is a Standard Action and cannot be improved on, only reduced.
- The Hit Die is reduced by one.
- This weapon is considered 'Clunky' at Tech levels 0,1,2 and 'Exotic' at Tech levels 3,4.
- Misc:
- Rules Modification: The weapon can be used to target an individual or a 5ft square. If the target is an enemy and they hit, the damage is dealt, but a 1d3 is also rolled (1d6 halved). This roll determines how many rounds the damage will continue. This round of damage doesn't count as the first round. If the target is an area, the user doesn't have to roll for accuracy and can choose to keep spraying adjacent 5ft squares for each piece of ammunition they have left. Any person who steps into the 5ft square that has been spared for the next 1d3 rounds gets damaged. If a critical is scored, then roll 1d3 twice or the multiplier for Critical Damage (x2 through x4).
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DMR Specialized Weapon: Any weapon considered to be used for DMR. (Designated Marksmen Rifle).
- Advantages:
- The weapon gains the 'Switch Firing Modes' ability.
- The weapon's ranged penalty decreases by 1/2 now.
- Disadvantages:
- Cannot gain an 'Enhanced Combat Options' or 'Fully Unload'.
- Procure Difficulty +1
- The weapon price is increased by $1,000
- Requirements:
- Power Level must be at least Medium
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Grenade Launcher: A Weapon that uses explosive devices as Ammo.
- Advantages:
- The weapon gains the Exploding Die type when used.
- Disadvantages:
- Cannot gain Bonus Abilities, Bonus Damage, Bonus Damage Die, AP Damage, Critical Multiplier.
- Procure Difficulty +1
- The weapon price base price is increased as if it were one Level higher.
- Misc:
- Rules adjustment. The weapon's power determines its maximum speed. Small must be Single-Fire, Medium cannot be higher than manual, Large cannot be higher than Semi-Auto, and Gigantic cannot be higher than Fully Auto. The Damage Die of the weapon is dependent on the grenade that is used. Consider this as a replacement for the grenade-throwing rules. The Weapon cannot modify the Damage by providing it with Bonuses or Bonus effects. The Exploding Die is an exception. Accuracy and Critical Range can be improved to help land the grenade. If it is a miss, then the grenade lands short by 5ft for every 2 points missed for a maximum of 20ft.
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Assault Specialized Weapon: Any weapon considered to be designed specifically for general-purpose military combat. (It couldn't be easily described as fitting any other specialization, and it would have to be currently in use as a standard weapon of military near the location it's being sold(same planet/solar system).
- Advantages:
- The weapon can either have 'Enhanced Combat Options' or 'Switch Firing Modes'.
- Disadvantages:
- The price of the weapon is increased by $250
- Procure Difficulty +1
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Light Machine Weapon: Any weapon that is considered to be used as a Support class weapon.
- Advantages:
- Gains the 'Suppression Fire' Bonus Ability
- Triples the amount of Ammunition
- Gains the 'Special Ammunition' Bonus Ability.
- Disadvantages:
- Procure Difficulty +1
- The price is $1,250 more.
- Ammunition rounds cost twice as much.
- Cannot have 'Burst Fire' ability or 'Enhanced Combat Options'.
- Has the 'clunky' attribute.
- Requirements:
- Power Level must be at least Medium
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Melee Weapon: Any weapon that is expressly used for melee combat. A club or a sword can be considered the 'Melee Weapon' Style.
- Advantages:
- Can gain the 'Versatile' attribute with a single Negative Point instead of a Customization Point. If you spend a Customization Point to gain Versatile, then you automatically gain a single Negative Point.
- Disadvantages:
- The weapon Speed Level is Manual.
- Cannot take on any special attributes associated with firing a weapon.
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Throwing Weapon: Any weapon that is expressly used by throwing it.
- Advantages:
- Gains the Throw-able Default Attribute but doesn't lose a Damage Die Level.
- If the weapon is Gigantic, it doesn't gain the 'Clunky' status.
- A Single Customization Point can optionally be spent to improve the Hit Die once, and the Weapon gains the status Expendable, implying that it can only be used once.
- Is treated like a Melee Weapon for both Cost and Proficiency
- If given the Archaic Default Attribute and is Tech Level 0, then gain 1 Customization Point.
- Disadvantages:
- All Throwing Weapons are Speed Single-Fire. A Customization Point can be spent to increase it to Manual; however, the weapon can still only be thrown once. (It can be thrown again if the weapon is picked up)
- The weapon Power Level now has a strength requirement. Gigantic requires a Strength score of 16+, Large requires a Strength score of 14+, Medium requires 12+, Small requires 10+. The weapon can be thrown if the Character doesn't meet the Strength requirement; the damage just goes down a Die Level for the point of Strength behind them.
- If, for some reason, the weapon gains the 'Clunky' status, it loses a Die Level of damage.
- Misc:
- The range of the Weapon is based on how far the Character can throw which is 30ft + 5ft per Str Mod and Dex Mod.
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Archaic Ranged Weapons: These are either old-style ranged weapons or modern replicas of them.
- Advantages:
- They get a single customization point that cannot be spent on Range, Accuracy Bonus, Damage Bonus, or Reload Speed.
- Disadvantages:
- The Speed Level is 'Single-Fire'
- Customization point cannot be spent to improve the Reload Speed above Standard Action. However, a Feat can still be used.
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Specialized Attack Weapon: These are weapons whose primary purpose is to perform a technique on the enemy.
- Requirements:
- This required a Tech 2 or higher weapon.
- This Weapon must be Weapon Level 2 or higher.
- Misc:
- Rules Modification: They can be used to perform techniques listed on the Techniques page for either Eletro-Mancer or Shiled Splicer. The level of Technique that the weapon can cast is determined by (Masterwork Level + Tech Level) - 1. The Level at which the Technique is cast is determined by Masterwork Level + Tech Level + Weapon Level. Max Level 10.
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Heavy Ordnance: Massive, high-caliber weapons designed to destroy vehicles, structures, or large groups of enemies. Examples include missile launchers and heavy anti-material cannons.
- Advantages:
- Gains 4AP by default
- Critical Multiplier is increased by one (Max x4).
- Gains the 'Exploding Die' mechanic for its base damage.
- Disadvantages:
- Automatically gains the 'Clunky' and 'Two-Handed' default attributes.
- Ammunition amount is limited to 2.
- Reload Speed cannot be improved and doesn't benefit from Quick Reload Feat.
- Price is increased by $2,500.
- Procure Difficulty +1.
- Requirements:
- Power Level must be at least Large.
- Weapon Level 6 or higher (Heavy Weapon).
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Specialized Projectile Weapon: Weapons designed to fire non-traditional payloads such as harpoons, capture nets, or specialized entanglement rounds.
- Advantages:
- Gains the 'Special Ammunition' Bonus Ability for free.
- Successful hits can apply the 'Entangled', 'Pinned', or Knocked Prone conditions depending on the payload (See Conditions).
- Disadvantages:
- Ammunition amount is reduced by 2 (Minimum 1).
- -1 Hit Die level if the projectile is designed primarily for utility rather than raw damage. This cannot be improved.
- Price is increased by $500.
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Finesse Melee: Lightweight, well-balanced weapons designed for precision and speed over raw power.
- Advantages:
- Use Dexterity modifier instead of Strength for accuracy checks.
- +1 bonus to Initiative while the weapon is drawn. This is only for determining which group the Character goes into during combat, and it is optional.
- Disadvantages:
- Damage Die is reduced by one level (e.g., d8 becomes d6).
- Cannot spend customization points on 'Bonus Damage'.
- Requirements:
- Power Level must be Small or Medium.
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Flexible/Chain Melee: Unpredictable weapons that can strike around cover or entangle foes, such as whips or weighted chains.
- Advantages:
- Targets do not gain AC bonuses from Partial Cover.
- Gains the 'Disarming' Critical Special Effect for free.
- Disadvantages:
- Cannot score Major Hits (no bonus damage for beating AC by 4+).
- Critical Multiplier is fixed at x2 and cannot be improved.
- Misc:
- Rules Modification: You may use this weapon to make a Grapple or Trip attempt from up to 10ft away.
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