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Weapons

From FuturePath
Table: Weapon Examples
Please go to the Full Weapon List for a larger list of examples.
Tech Level 0
Weapon Size/Speed Lvls
(Total lvl)
Hit Die Cost /
Proc Diff
Melee Weapons
Knife Small/Manual (lvl 1) 1d4 $120 / 1
Short Sword Medium/Manual (lvl 2) 1d6 $480 / 1
Quarter-Staff Medium/Manual (lvl 2) 1d6 $480 / 1
Broad Sword Large/Manual (lvl 3) 1d8 $960 / 1
Spear Large/Manual* (lvl 2) 1d8 $960 / 1
Ranged Weapons
Throwing Knife/Star Small/Single-Fire (lvl 0) 1d2 $35 / 1
Simple Bow Medium/Single-Fire (lvl 1) 1d4 $360 / 1
Long Bow Large/Single-Fire (lvl 2) 1d6 $1,620 / 1
Tech Level 1
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Improved Sword Large/Manual (lvl 3) 1d8 $620 / 0
Improved Knife Medium/Manual (lvl 2) 1d6 $320 / 0
Riot Baton Medium/Manual (lvl 2) 1d6 $320 / 0
Ranged Weapons
Improved Bow Large/Single-Fire (lvl 2) 1d6 $800 / 0
Pistol Medium/Manual (lvl 2) 1d6 $800 / 0
Side Arm Medium/Semi-Auto (lvl 3) 1d8 $1,700 / 1
Hunting Rifle Medium/Single Fire (lvl 3) 1d8 $1,450 / 0
Sniper Rifle Large/Semi-Auto (lvl 4) 1d10 $4,800 / 1
Assault Weapon Medium/Fully Auto (lvl 4) 1d10 $3,450 / 0
Simple LMG Large/Fully Auto (lvl 5) 1d12 $6,050 / 1
Simple CQB Small/Super Fast* (lvl 3) 1d8 $2,600 / 1
Tech Level 2
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Advanced Sword Large/Manual (lvl 3) 1d8 $800 / 0
Advanced Knife Medium/Manual (lvl 2) 1d6 $400 / 0
Energy Baton Medium/Manual (lvl 2) 1d6 $600 / 0
Ranged Weapons
Laser Pistol Medium / Semi-Auto (lvl 3) 1d8 $1,610 / 0
Laser Rifle Large/Fully Autoc (lvl 5) 1d12 $5,280 / 0
Grenade Launcher Gigantic/Fully Auto (lvl 6) 2d8 $16,560 / 0
Tangler Gun Small/Semi-Auto (lvl 2) ? $880 / 0
Laser QCB Medium/Super Fast (lvl 5) 1d12 $6,280 / 0
Laser Sniper Rifle Gigantic/Semi-Auto (lvl 5) 1d12 $7,920 / 1
Laser Shotgun Large/Semi-Auto (lvl 4) 1d12 $3,520 / 0
Laser LMG Large/Full Auto (lvl 5) 1d12 $9,170 / 1
Tech Level 3
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Plasma Sword Gigantic/Manual (lvl 4) 1d10* $1,920 / 0
Ranged Weapons
Plasma Pistol Large/Semi-Auto (lvl 4) 1d10* $3,690 / 0
Plasma Rifle Large/Fully Auto (lvl 5) 2d8* $6,010 / 0
Plasma QCB Large / Super-Fast (lvl 6) 2d10* $8,640 / 1
Rail Gun Gigantic/Semi-Auto (lvl 5) 1d12 $12,960 / 2
Plasma Shotgun Large/Full Auto (lvl 5) 1d12 $5,760 / 0
Plasma LMG Gigantic / Full Auto (lvl 6) 2d8* $9,910 / 0
Plasma Sniper Rifle Gigantic / Semi Auto (lvl 5) *2d8 $8,640 / 1
Tech Level 4
Weapon Size/Speed Hit Die Cost /
Proc Diff
Melee Weapons
Particle Sword Gigantic/Manual (lvl 4) 1d12* $2,240 / 1
Superior Knife Medium/Manual (lvl 2) 1d8 $1,120 / 1
Ranged Weapons
Gravity Rifle Large/Fully Auto (lvl 5) 1d12 $4,160 / 2
Energy Rail Cannon Gigantic/Full Auto (lvl 6) 2d8 $14,120 / 1
Singularity Cannon Gigantic/Super-Fast* (lvl 7) 2d10 $46,800 / 3
Sonic Beam Large/Fully Auto (lvl 5) 1d12 $7,240 / 1
Anti-Matter Pistol Gigantic/Semi Auto (lvl 5) 2d8 $12,460 / 2
Anti-Matter Shotgun Gigantic/Semi Auto (lvl 5) 2d10** $23,040 / 2
Anti-Matter Rifle Gigantic/Fully Auto (lvl 6) 2d10* $28,080 / 2
Please go to the Full Weapon List for a larger list of examples.

Weapons in Future Path are not static like in other Pen & Paper games. In FuturePath, you can choose either a pre-designed weapon from the Full Weapon List, or if you have a creative itch, feel free to create your own using the custom weapon rules set in the Weapon Crafting section.

This page is dedicated to learning how to make weapons, ammo, grenades, and traps. The rules for customizing and crafting them are available here. If you wish to simply pick from a list of weapons, visit the Full Weapon List page. Skip below to Ammunition for rules on ammo. Also skip below to Grenades and Traps.

Buying a Weapon

You do not need to create an advanced customized weapon or even a simple one. You can pick a weapon from the list of weapon examples to the right of this page. Or you can visit the Full Weapon List page.

The Weapon Examples table is organized first by Tech Level, then by whether or not the Weapon is Melee or Ranged, and lastly sorted by Weapon Level. The Cost is the average expected price for the weapon, but the GM is free to adjust that based on game circumstances. The Proc Diff is shorthand for Procure Difficulty, which helps explain how hard it is to find and purchase the item. The Size/Speed Lvls and (Total lvl) detail the Weapon Level and how it got its level, which also determines its Damage Die.

The GM may say that only weapons with specific Tech Levels and Procure Difficulty are sold at a particular location. You can use this information to narrow your choice of weapons, helping to make quick purchases. This is also the same for Armor and General Equipment.

As a Player, when asking about what a Weapon would cost, how difficult it would be to get it, if the Player can purchase it as X retailer, or have to request a custom-made version from some dark market vendor, it is important to know the default cost of the Weapon, its Customization Cost, and the Tech Level. Review the Weapon Cost and Weapon Tech Levels sections below.

Note: Weapon text is explained in the Weapon Text Formatting page.

Weapon Cost

This is mostly for Crafting rules and Weapon Customization rules. This is a quick way to see what a Weapon you may want to purchase costs. If you want a Weapon of a certain type with X amount of customizations on it, ask the GM whether such a Weapon can be found, or have the Player role-play going to a manufacturer or retailer and asking for said custom weapon. Here is a good place for a quick view of what that may cost.

The table below shows all the base costs for all Weapon Levels for all Tech Levels for both Melee and Ranged. It also includes the customization point cost. Match the Weapon's Tech Level with the Weapon Level, and the base cost of the Weapon is provided, including the cost of each additional customization done to the weapon.

Weapon Cost Matrix (Melee/Ranged)
Weapon Levels =>
v=Tech Levels=v
lvl 0 (1d2) - lvl 1 (1d4) x4 lvl 2 (1d6) x4 lvl 3 (1d8) x2 lvl 4 (1d10) x2 lvl 5 (1d12) %50 lvl 6 (2d8) %50 lvl 7 (2d10) %25 lvl 8 (2d12) %25
($15/$45) ($60/$180) ($240/$720) ($480/$1,440) ($960/$2,880) ($1,440/$4,320) ($2,160/$6,480) ($2,700/$8,100) ($3,374/$10,125)
Tech lvl 0 +$0
+Custom Cost
$15 / $45
+$5 / +$10
$60 / $180
+$15 / +$45
$240 / $720
+$60 / +$180
$480 / $1,440
+$120 / +$360
$960 / $2,880
+$240 / +$720
- / - - / - - / - - / -
Tech lvl 1 +$5
+Custom Cost
$20 / $50
+$5 / +$10
$80 / $200
+$20 / +$50
$320 / $800
+$80 / +$200
$620 / $1,600
+$160 / +$400
$1,380 / $3,200
+$345 / +$800
$2,020 / $4,800
+$505 / +$1,200
- / - - / - - / -
Tech lvl 2 +$10
+Custom Cost
$25 / $55
+$5 / +$15
$100 / $220
+$25 / +$55
$400 / $880
+$100 / +$220
$800 / $1,760
+$200 / +$440
$1,600 / $3,520
+$400 / +$880
$2,400 / $5,280
+$600 / +$1,320
$3,700 / $8,280
+$925 / +$2,070
- / - - / -
Tech lvl 3 +$15
+Custom Cost
$30 / $60
+$5 / +$15
$120 / $240
+$30 / +$60
$480 / $960
+$120 / +$240
$960 / $1,920
+$240 / +$480
$1,920 / $3,840
+$480 / +$960
$2,880 / $5,760
+$720 / +$1,440
$4,320 / $8,640
+$1,080 / +$2,160
$5,400 / $10,800
+$1,350 / +$2,700
- / -
Tech lvl 4 +$20
+Custom Cost
$35 / $65
+$10 / +$15
$140 / $260
+$35 / +$65
$560 / $1,040
+$140 / +$260
$1,120 / $2,080
+$280 / +$520
$2,240 / $4,160
+$560 / +$1,040
$3,360 / $6,240
+$840 / +$1,560
$5,040 / $9,360
+$1,260 / +$2,340
$6,300 / $11,700
+$1,575 / +$2,925
$7,875 / $14,625
+$1,970 / +$3,655
The '/' between costs is (Melee/Ranged) as Melee has a different cost then Ranged.

Each Customization Point spent on a Weapon increases the weapon's price by 25% of its base price, rounded to the nearest $5. The base price is the price indicated by the Weapon Level + any price increase for Tech Level. This does not include the Procure Difficulty Price increase. This increase is added after all other price modifications are considered.

Weapon Tech Levels

Table: Weapon Tech Levels
Tech Levels Level Limit/Max Hit Die Customization Pts. Extra Procure Diff
Tech Level 0 4 Levels / 1d10 0 +1
Tech Level 1 5 Levels / 1d12 1 0
Tech Level 2 6 Levels / 2d8 2 0
Tech Level 3 7 Levels / 2d10 3 0
Tech Level 4 8 Levels / 2d12 4 +1

The Tech Level of a Weapon is based on the Tech system, which aligns with the Civilization Tech Level, and helps categorize futuristic weapons. The higher the Tech Level, the more advanced technology, and science it took to make the weapon. It also means that it is more difficult and expensive to get your hands on it. It will also acquire a character to have the same tech level or higher to work on it. Upgrade it with newer gadgets and so on.

Weapons have a Weapon Level limit depending on the Tech Level. Tech Levels also provides customization points that can improve the weapon. Tech Levels also come with a procure difficulty increase.

Weapon Crafting

Now, how do you create your own custom Future Path Weapon!? Here is a summary of the steps to help.

  1. Pick the Weapon's Tech Level. Tech Level can increase cost, increase Procure Difficulty, set limits on the style, Arch Type, and max Weapon Level. It is important to determine the Tech Level before selecting any other attribute.
  2. Pick a Weapon Style. Ask the question, "What is the purpose of the design of the weapon?" For example, is it for close-quarters room-to-room combat, or is it for hunting or sniping? Review the "Weapon Styles" table below in the Weapon Styles section.
  3. Pick a Arch Type. Ask the question, "How does the Weapon deal damage?" Does it use Lasers or normal bullets? This is a weapon's Arch Type.
  4. Pick both the Weapon's Power and Speed. Power and Speed combine to determine the Weapon's Level. A Weapon Level determines the Hit Die of a Weapon (although that can be adjusted). It also determines all other default attributes.
    1. Hint: The table "Weapon Power/Speed Level Matrix" has links in every cell that direct to a page that describes that weapon's default attributes. These attributes can then be adjusted based on the Weapon Style and Arch Type.
    2. Another Hint: Power Level and Speed Level are combined to create Weapon Level, making the Hit Die an emergent property. Attempt to find the power and speed that best fit your weapon first before seeing what the Hit Die is. Then, if the Hit Die or if some other attribute isn't quite what you want, you can always further customize it by following the Advance Customizations rules.
  5. Review the Default Attributes. The Style, Arch Type, Power, and Speed may specify an attribute. Start with any Default Attributes from the Weapon's Level. Then apply any Default Attributes or other changes for Arch Type, and then lastly Style.
  6. You may want to further adjust the Weapon's stats. Review the Advanced Weapon Customization section to learn how to adjust the weapon further.
  7. Determine the cost. In the table found in the Weapon Cost section. You can match the Tech Level of the Weapon with the actual Weapon Level to determine its cost. The table provides the base cost for both Melee and Range, as well as the cost of adding customizations to each weapon. The Weapon's Style, Arch Type, and Masteworking can adjust the price.

Weapon Styles


The Weapon Style helps define the gun and adjust the default stats to better fit a particular role. Examples: shotgun, pistol, sniper rifle, or chemical thrower. If your weapon doesn't necessarily conform to one of the below styles, you can choose 'No Style' as a style.

  • Note: The Weapon Style name doesn't always have to fit the description of the weapon, but what it provides may be more in line with how the weapon is meant to be used.
Table: Weapon Styles

No Style: The Weapon design is of no precise purpose.

  • Advantages:
    • None
  • Disadvantages:
    • None
  • Requirements:
    • None

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

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

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.

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.

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.

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

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).

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

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.

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

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

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.

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.

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.

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.

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).

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.

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.

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.

Weapon Arch Types

Below are Weapon Arch Types. These are commonly used weapon themes, such as Laser and Plasma weapons. If the weapon design doesn't conform to one of the below Weapon Arch types, you can specify 'Custom Arch Type,' which simply allows for a free Customization Point to be spent in the Damage Type Attribute as per the Advance Customizations rules.

Some things to note:

  • If the weapon doesn't qualify for one of the disadvantages, then a customization point has to be spent to convert the weapon to that Style. This includes Tech Level, although this can only account for 1 tech level.
  • If the Weapon Arch Type changes the Weapon Damage Type, the Weapon cannot lose that Damage Type, or else it will no longer be that Arch Type. Changing a weapon's Damage Type to be a Hybrid of two damages doesn't count against the Arch Type as long as one of the weapon's damage types is still the Damage Type provided by the Arch Type.
Table: Weapon Arch Types

Kinetic Base: (Tech 0 thru 4) This is the default weapon type. No advantages or disadvantages.

Custom Arch Type: (Tech 1 thru 4) This is designed too allow for new player designed Weapon Arch Type

  • Advantages:
    • Provides 1 Customization Point to be spent soley on the Damage Type attribute according to the rules in the Advance Customizations section. This implies that the weapon starts out with the default Damage Type of Kinetic.
  • Disadvantages:
    • This weapon cannot benefit from the Intuitive Default Attribute.

Energy: (Tech 1 thru 4) This uses pure electric energy to add a kick to the damage dealt.

  • Advantages:
    • Damage type is Electric
    • +1 Damage
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.

Laser: (Tech 2 thru 4) This uses a laser beam to strike the enemy.

  • Advantages:
    • Damage type is Thermal
    • +1 Accuracy
  • Disadvantages:
    • It automatically looses 1 Ammunition Amount.

Plasma: (Tech 3 thru 4) This weapon uses the 4th state of matter to deal extreme damage to targets.

  • Advantages:
    • Damage type is Thermal
    • Damage Die level increased by one. This doesn't effect the actual level of the weapon and by extension the base price. However, this does increase the Proficiency Level Requirement by 1.
  • Disadvantages:
    • Range is reduced by one range increment
    • This item automatically looses 1 ammunition amount.
    • Ammunition costs as if it was special amo.
    • Increase the Proficiency Level Requirement by 1.

Gravity: (Tech 3 thru 4) This uses one of the 4 fundamental forces of physics to deal difficult to avoid damage

  • Advantages:
    • Damage type is None. There is no weakness or strength associated with Gravity
    • The weapon gains +1 AP damage.
    • The weapon also gains an area of effect base attack. The radius is based on the weapon power level: Small 5ft, Medium 10ft, Large 15ft, Gigantic 30ft. This only counts if the attacker doesn't misses more then 5. All units including the target have to roll a saving throw to only take half damage. DC15
  • Disadvantages:
    • Add 3 times the base price of the weapon to the weapon total.
    • The Procure Diff goes up by 1.
    • The ammunition amount is reduced by 1
    • Increase the Proficiency Level Requirement by 1.

Particle: (Tech 3 thru 4) Similar to plasma except this weapon uses sub-atomic particles. The reaction is similar to chemical damage.

  • Advantages:
    • Damage type is Chemical/Kinetic
    • +1 Accuracy
    • +1 Damage
  • Disadvantages:
    • Add 2 times the base price of the weapon to the weapon total.
    • Ammunition costs as if it was special amo.

Anti-Matter: (Tech 4) This uses the extremely volatile substance that is anti-matter.

  • Advantages:
    • Damage type is Thermal/Kinetic
    • Damage Die level increased by one. This doesn't effect the actual level of the weapon and by extension the base price. However, this does increase the Proficiency Level Requirement by 1.
    • +3 AP Damage
  • Disadvantages:
    • Range is reduced by one range increment
    • Add 2 times the base price of the weapon to the weapon total.
    • The ammunition amount is reduced by 2
    • The Procure Diff goes up by 1.
    • Increase the Proficiency Level Requirement by 1.

Cryogenic: (Tech 2 thru 4) This weapon uses sub-zero temperatures to freeze and brittle targets.

  • Advantages:
    • Damage type is Thermal (Cold)
    • Targets hit must make a Constitution save (DC 15) or have their movement speed reduced by 10ft for 1 round.
  • Disadvantages:
    • It automatically loses 1 Ammunition Amount.

Irradiated: (Tech 3 thru 4) This weapon emits high levels of ionizing radiation.

  • Advantages:
    • Damage type is Thermal (Radiation)
    • The target must take a Constitution saving throw for DC12 + Weapon Tech Level + Number of times hit with this weapon in combat. If they fail, they become Irradiated for 1d4 rounds.
  • Disadvantages:
    • Volatile: If a natural 1 is rolled on an accuracy check, the user takes 1d6 Thermal (Radiation) damage.
    • The Procure Diff goes up by 1.

Corrosive: (Tech 1 thru 4) This weapon utilizes acidic or caustic chemicals to dissolve targets.

  • Advantages:
    • Damage type is Chemical
    • The damaging chemicals linger on the target: dealing 1d4 damage for 1d4 subsequent rounds. Masterworking can improve either of those Die levels.
  • Disadvantages:
    • Range is reduced by one range increment.
    • Ammunition costs as if it were special ammo.

Nanotech: (Tech 4) This weapon utilizes molecular machines to deconstruct targets.

  • Advantages:
    • Damage type is ALL (Kinetic & Thermal & Electrical & Chemical)
    • Smart Targeting: The user can ignore Cover bonuses for targets within the weapon's first range increment.
  • Disadvantages:
    • Add 4 times the base price of the weapon to the weapon total.
    • The Procure Diff goes up by 2.

Weapon Levels

A Weapon's Level is equal to the Power Level combined with the Speed Level. Both Power and Speed have an effect on different attributes of the Weapon. For example, Power Level directly affects the Range of the weapon while Speed directly affects the Ammunition amount. You can see how they are affected in the Advance Customizations section below, however, the table "Weapon Power/Speed Level Matrix" includes links to the default attributes of every possible Power/Speed Weapon combination so it isn't necessary to know every single rule.

Levels of Power

There are 4 Power Levels and they start at level 0 with Small and then Medium, Large and Gigantic. Gigantic being the Level 3 Power level. The Power level represents the Kinetic/Electric/Thermal/Chemical Energy of a single round of Ammunition that is capable of being fired from the weapon.

  • NOTE: All Gigantic Size weapons are considered 'Clunky'.

Levels of Speed

There are 5 Speed Levels and they start at level 0 with Single Fire and then Manual, Semi-Auto, Full Auto, Super-Faster. Super-Faster being the Level 4 Power level. This represents the rate of fire for the weapon. The difference between Single-Fire and Manual is that Single-Fire implies the weapon Ammunition is 1 which means it will need to be reloaded every time it is fired like a musket while Manual means that although it can only fire one round of Ammunition it can have a magazine which holds more rounds. A good example of this would be a revolver. All Melee is considered Manual, whereas all Archaic ranged weapons are considered Single-Fire.

  • NOTE: All Super Fast Speed weapons are considered Exotic.
Table: Weapon Power/Speed Level Matrix (Includes: Level / Hit Die / Weight Classification)
Power =>
v=Speed=v
Small Medium Large Gigantic*
Single Fire
Level / Hit Die / Class
Small/Single-Fire
Level 0 / 1d2 / Light
Medium/Single-Fire
Level 1 / 1d4 / Light
Large/Single-Fire
Level 2 / 1d6 / Light
Gigantic/Single-Fire
Level 3 / 1d8 / Medium
Manual
Level / Hit Die / Class
Small/Manual
Level 1 / 1d4 / Light
Medium/Manual
Level 2 / 1d6 / Light
Large/Manual
Level 3 / 1d8 / Medium
Gigantic/Manual
Level 4 / 1d10 / Medium
Semi-Auto
Level / Hit Die / Class
Small/Semi-Auto
Level 2 / 1d6 / Light
Medium/Semi-Auto
Level 3 / 1d8 / Medium
Large/Semi-Auto
Level 4 / 1d10 / Medium
Gigantic/Semi-Auto
Level 5 / 1d12 / Medium
Fully Automatic
Level / Hit Die / Class
Small/Fully Automatic
Level 3 / 1d8 / Medium
Medium/Fully Automatic
Level 4 / 1d10 / Medium
Large/Fully Automatic
Level 5 / 1d12 / Medium
Gigantic/Fully Automatic
Level 6 / 2d8 / Heavy
Super Fast**
Level / Hit Die / Class
Small/Super Fast
Level 4 / 1d10 / Heavy
Medium/Super Fast
Level 5 / 1d12 / Heavy
Large/Super Fast
Level 6 / 2d8 / Heavy
Gigantic/Super Fast
Level 7 / 2d10 / Heavy
*This requires that the weapon take the 'Clunky' default attribute
**This requires the 'Exotic' default attribute
  • Note: Do not forget to adjust the default stats of the weapon for the Weapon Style and Weapon Arch Type.
  • Note: If the weapon stats are not up to snuff then you can still adjust the weapon under the Advance Customizations rules.

Default Attributes

Default attributes are attributes that are earned under the right circumstances. For example, if you pick your weapon to be Super-Fast, the weapon instantly becomes exotic. Some of these default attributes can be affected by customization points. You will learn more about earning and spending customization points on weapons in the sections below.

Table: List of attributes that may apply to a weapon.
Archaic: is anything that is so old that it is never really used except by people who love to mess with the old type of stuff. Take, for example, the bow/arrow, an old-style projectile weapon that appears simple at first glance but is actually difficult to master.
  • Arcane weapons require the Character to have one more level higher in their Proficiency Branch than the weapon's level in order to use it. They also have a rare/antique price increase of x2 cost. The Procure Difficulty is increased by 1.
Exotic: are weapons that are notoriously difficult to get used to. They do not necessarily follow the simple model that most weapons follow, and/or they have unique properties that make them less intuitive to use. The Flamethrower or Grenade Launcher are examples, and perhaps a Portal Gun as well.
  • Exotic weapons like Arcane weapons require the Character to have one more level higher in their Proficiency Branch than the weapon's level in order to use it. They also have a price increase of x2 cost to represent their unique properties. The Procure Difficulty is increased by 1.
Intuitive: are weapons that are commonplace for your Character or are extremely easy to use. They usually follow a standard design and are simple to learn. Take, for example, a pistol or rifle. Both still require time to master but the basic principle of handle/trigger/end with hole point toward bad guy concept is common knowledge. This Attribute reduces the Weapon Proficiency requirement by 1. However, this weapon cannot be masterworked, above Weapon Level 5, Tech Level 4 or higher, have any other Default Attribute, or have a Bonus Ability. If the weapon meets any of those blockers, it loses the Intuitive Attribute.
Clunky: The weapon is overweight, and the reload speed is instantly slower. The weapon must also take the Two-Handed Attribute and cannot even be fired without two hands. That doesn't mean you can fire it with one hand, just with a penalty, but that is *CANNOT* be used without both hands holding it.
Two-Handed: A requirement for any weapon Level 3 or higher. If a character attempts to use the weapon with only one hand, they take disadvantage on accuracy. This Default Attribute can be removed, and certain Arch-Types remove or add it by default: Personal Firearm removes it, while Hunting Rifle adds it. This attribute can be ignored on Medium (level 3 to 5) weapons using the 'Versatile' Bonus Ability.
Masterwork Construction: This is gained if the Weapon is crafted to be Masterworked by a qualified craftsman. The Crafter has to have at least a 3 Rank in the correct Crafting skill. (By default, this is the Mechanical Crafting Skill) 3 Ranks would allow for a +1 Masterworked weapon. The max bonus is +5. Each Rank, starting at 3, provides a +1 to the weapon, which allows for 1 free customization point. Any weapon with this Attribute has it's Base Price instantly doubled, and the Procure Difficulty is increased by 1. This only happens once.

Masterwork implies that the weapon was crafted with expert skill and care using the best possible parts/material, even when unnecessary to make a working version. In other words: "Spared not expense". This requires the use of Advanced Built Materials.

Advance Weapon Customization

More things can be done to customize your Weapons. There are multiple characteristics, and they can be affected in both positive and negative ways.

To make changes, a Player needs to spend customization points. Customization points are gained by Tech Level, Masterworked Level, and by taking negative attributes.

  • Tech Level Customization Points: Your Tech Level determines how many customization points to start with. At Tech Level 0, you get 0 points to spend. At Tech Level 2, you get 2 points to spend, etc.
  • Master worked Customization Points: Each Masterworked level provides an additional point. +1 Masterwork provides 1 customization point. The maximum Masterwork level is 5.
  • Earning Points by taking negative attributes: Taking a negative in a particular attribute earns you a Negative point. 2 Negative points can be turned into a Customization point. Some attributes you cannot take negatives in, or they take more points to level up, or provide more negative points. Each attribute should state any special cases if they apply.

Attributes list (Not all apply to every weapon):

  • Accuracy Bonus:

The likelihood that the weapon will inflict some amount of lethal damage each time is used.
By default, a weapon has no bonus to the accuracy check. To clarify, you can review the Combat section. Summary: An Accuracy Check is a d20 + (Mods if applicable) against a target's AC score to see if the character was successful in scoring a damaging hit. For every point spent on Accuracy, you gain +1 to the Accuracy Check. There is a maximum of +5. You cannot remove accuracy to gain negative points.

Default: There are no Accuracy bonuses for the weapon.

  • AP Damage:

The weapon can now reduce some of the DR the target may have.
If the weapon has an "APX" after the damage dice, i.e., 1d6/AP2, then that means if the target has DR (Damage Reduction), it will absorb 2 fewer points. If the Target total DR is less than the total AP, then the remaining AP removes AC from the Target, as provided by wearable items such as Armor. Natural Armor, AC from Talents/Techniques, or Ability scores are unaffected by AP.

Default: No weapon by default has AP Damage.

  • Ammunition Amount:

Number uses for you have to reload a magazine/clip.
This affects how many times a weapon is usable before the Character has to reload, which is usually a move action. This is not how many rounds are actually in a clip. But how many times the gun can be used (how many times a hit check can be rolled before a reload has to happen. This is useless for Single-Fire, as it must be reloaded after each use. You can not use this to increase Single-Fire status of the weapon. For Manual, this does actually imply how many rounds are in a clip. The point is to decrease how often a release is required because that can cause your character to lose a turn otherwise used to move/shoot/deal damage.

Default: The weapon speed determines this Attribute. Manual/8 uses, Semi-Auto/7 uses, Full-Auto/6 uses, Super-Fast/3 uses.

  • Bonus Damage:

A bonus to the total of the Weapon Die roll.
This adds additional damage to the final result of the Hit Die for each Hit Die, in other words, for each Attack/Extra Damage. You cannot take negatives in Bonus Damage. Bonus Damage costs the default 1 customization point.

Example: 1d6(+1) would mean the final damage total after rolling the d6 would range from 2 to 7. A roll of 3 on the d6 would mean 4 total damage to the target. Bonus Damage takes on the Damage type of the weapon, and it not multiplied durning Criticals.

Default: A weapon has no bonus damage.

  • Critical Range:

The Crit Range of the Weapon
All weapons start with a default Crit range of just 20. Meaning that the only way to have a critical hit is if a natural Twenty is rolled when doing an accuracy check. The range can be increased. However, the limit on how much it can be increased is based on the weapon's speed; unless it is a Melee Weapon, the max crit range is 17-20. However, for ranged weapons, it's based on speed: Single Fire and Manual's Max is the default 20. Semi-Auto is 19-20. Full Auto is 18-20 and Super-Fast is 17-20. However, these are the limits that a Crit range can be. Simply, what a weapon can be brought to via customizations on the gun itself. Character options/gadgets/ammo can further adjust this. This customization costs 1 customization point. The Player cannot take a negative in this Attribute. This instantly increases the weapon's cost by adding its Base Cost each time this is improved.

Default: Normally, the Crit of all weapons is 20.

  • Critical Multiplier:

The Crit Damage Multiplier
All weapons start with a default Crit multiplier of X2. However, this can be increased to as high as X4. A limit is imposed by what Power Level the weapon is. Small and Medium are the default X2. Large is X3 and Gigantic is X4. 1 customization point is required to upgrade this. The Player cannot take a negative in this Attribute. This instantly increases the weapon's cost by adding its Base Cost each time this is improved.

Default: Normally, all weapons have a Critical Multiplier of X2.

  • Critical Special Effects

The Critical Special Effects
When a weapon has a critical hit, it can do more than simply add more damage. It can affect the target and/or the wielder in different ways. Below is an expandable table listing possible special critical abilities. All of the abilities below only activate if a natural critical (a roll of 20) occurs.

Scaling DCs: Unless otherwise stated, all saving throws for Critical Special Effects use a Difficulty Class of DC 12 + 1/2 Wielder's Level.

Special Effects from a Weapon Style or Arch-Type can be removed for 2 Negative points. However, only 1 Critical Special Effect can exist on an item unless it is Legendary or Mythic.

Default: Normally, all weapons have no Critical Special Effects.

Table: Critical Special Effects
Bane: At creation, the weapon is designed to be effective against a specific type of target (e.g., a Species, Robot, or Mutant). When a critical happens against this target, the wielder instantly deals maximum critical damage.
Bleeding: Causes the target to suffer bleed damage for 1d4 turns with 1d4 damage per turn (ignores DR). This effect can be taken multiple times, each time improving the die level of either the duration or the damage.
Burning: Causes the target to catch fire for 1d4 turns with 1d6 Thermal Damage (DR applies). This effect can be taken multiple times to improve the die size.
Corrosive: The weapon's acid eats through protection. The target must succeed on a Dexterity Save or have their total DR permanently reduced by 1 for the duration of the encounter. This effect is cumulative.
Disarming: Causes the target to drop their main weapon. The target must succeed on a Strength Save to maintain their grip. If they critically fail the save, the weapon is thrown 10ft away.
Frosted: Deals 1d8 additional Thermal (Cold) Damage (DR applies). The target must succeed on a Constitution Save or be Entangled for 1d4 turns as they thaw.
Gravitic: Gravity wells crush the target. The target must succeed on a Strength Save or be Slowed (movement speed halved) and unable to fly or hover for 1d4 rounds.
Irradiated: Ionizing radiation poisons the target. The target must succeed on a Constitution Save or be Sickened (takes 1 Disadvantage on all checks) for 1d4 rounds.
Nanotech: Molecular machines deconstruct defenses. On hit, the target's existing DR is reduced by half (round down) for 1d3 rounds.
Overwhelming: The weapon's kinetic force is immense. The target must succeed on a Strength Save or be pushed back 5ft and knocked Prone.
Shocking: Deals 1d6 additional Electric Damage (DR applies). The target must succeed on a Constitution Save or be Shaken for 1d4 turns.
Knock Out Blow: (Melee Only). A precise strike to a vital point. The target must succeed on a Constitution Save or fall Unconscious for 1d4 rounds.
  • Damage Type:

The damage type of the weapon.
All ranged weapons can only change their damage type by changing AMO. To learn more about all the different damage types, go here. If this option is used, the weapon must be considered Melee. Which means the speed must be set to Manual or Single-Fire. The damage type options are: Kinetic, Chemical, Electrical, and Thermal. This can be selected more than once, but only twice. The weapon becomes a hybrid of the two options. You cannot select this once and declare the item is a Hybrid of Kinetic and the other option. In order to be a hybrid Damage type, this option has to be selected twice. 1 point per selection. A certain damage type can be selected twice. When done so, the weapon is Thermal-Thermal or Kinetic-Kinetic. It cannot be a hybrid, but if the target is weak against that damage type, they take triple damage instead of double. Kinetic is both the most common damage type and the least common weakness, so it stands that the default damage type is Kinetic, and it only takes 1 customization to make a weapon Kinetic-Kinetic.

Default: All weapons are considered Kinetic unless specified otherwise.

  • Exploding Die:

Allows the Dice in the Die Pool to be re-rolled on max values.
This means the Damage Die can now be re-rolled when rolling their top value. This can only be done the number of times the Weapon Damage Die is rolled in your Die Pool. For example, if the weapon has a d6 and the Player rolls a 6, then that Player can re-roll the die again for additional damage. However, this cannot continue since the Player has only one Die in their Die Pool. However, if that Character had Extra Damage, then they would be rolling 2d6 in their die pool. Die Pool's are also increased during Criticals. This costs 1 Customization Point.
  • Extra Damage Die:

The Weapon gains a Bonus Damage Die
Costs 1 Customization Point. This adds a 1d4 to the existing Damage Die as Bonus Damage. Ie: 1d6 + 1d4. This doesn't replace existing bonus damage. I.e., if a weapon is 1d6+2, then this would make it 1d6+1d4+2. A Weapon that benefits from Extra Damage Die cannot use Bonus Damage Die type Special Ammo. By default, the Extra Damage Die uses the Weapon's default damage type. However, this can be changed to any different type for 1 customization point. In order to increase the damage beyond 1d4 follow the Hit Die Increase rules.
  • Hit Die Increase:

The weapon can use a different level of hit die.
In order to increase the hit die of the weapon, you have to spend 2 customization points. Each Hit Die reduction is worth 3 negative points. The weapon can only increase its Hit Die to the highest level allowed for its Tech level. So if the weapon is Tech 1, you cannot use it to exceed 1d12. This doesn't change the Weapon Level as it doesn't directly affect the Weapon Power or Speed. However, this does change the Proficiency Level requirement. It will increase by 1 each time you increase this. Also, the Base Price is affected, and the cost of all the other modifications. The Base is now whatever the Weapon Level is that is associated with the Hit Die. Consult the Weapon Cost Table for more information.

Default: The Weapon simply has the hit die associated with its Weapon Level. For more information, review the Weapon Level rules.

  • Weight:

The Weight and thus clumsiness of the gun.
The average weight of a weapon is determined by its Power Levels Small/1lb, Medium/5-10lbs, Large/15-25lbs, Gigantic 30+lbs. However, if the weapon has reached the Gigantic power level, it takes the "clunky" attribute by default. You can choose to increase the weapon weight above 30lbs to an average 60lbs weight for a negative point, which also then gives the "clunky" attribute by default. However, if your weapon is of a lower weight, you cannot increase the weight for a negative point unless you give the weapon the clunky attribute. You can also lower the weapon weight in order to make it easier to carry around. Remember a character can only carry a certain amount of weight around dependent on there STR Ability score.

Default: By default, all weapons except for 'Gigantic' weapons weigh 30lbs or less. By default, any weapon that weighs more than 30 lbs or is gigantic also has the 'clunky' attribute.

  • Range:

The average distance before accuracy becomes a problem:
Distance of a weapon is first determined by the Power level of the weapon. If the range does not actually represent the gun, you can adjust it. The table below shows the ranges for each power level. If you spend a point, you can increase the gun's range as if it were the next highest power level. If you want the range higher than 'Gigantic', the rule is simply to times it by 3. You can also subtract the range to gain a point that can be spent elsewhere.

Also, any range 20ft or below is no longer considered range combat but a weapon with a 20ft or less reach.

It is likely that you will not be able to get the weapon to exactly match its real-world range. Possibly not even close. However, please keep in mind that this limitation exists for all weapons created within the fictional game. You can also look at Weapon Arch Types to see if one of those fits the role.

If the range exceeds your weapon's range, then you take a disadvantage. If it exceeds it by more than one range increment, then you cannot hit the target.

Default: The default range of the weapon is noted in the table below.

Effective Range as per Power Level:
-1 25ft
0 50ft
Small 100ft
Medium 300ft
Large 900ft
Gigantic 2700ft
  • Reach:

The ability to extend the threat range of a Melee weapon beyond 5ft.
Reach: This attribute can be given to any melee weapon for 0 cost, and it allows the wielder of the weapon to have a larger 'threat' range and to do melee attacks against targets that are not adjacent to them. For example, someone with a spear can have a reach of 5ft. That means they can hit any target that is 1 square (5 ft) away. IE: There is a square/5ft space between them.

To extend beyond 5ft reach, additional customization points need to be spent on Reach to increase the range by another 5ft, with a max of 20ft. At the 15ft mark, the weapon gains the 'clunky' attribute. No matter the weapon level, the weapon is also given the 'Two-Handed' attribute once it has Reach. Additional customization points will be required to remove the Clunky or Two-Handed attributes.

  • Reload speed:

A Move action (See Combat for more info).
All weapon reload speeds are the same. It requires Standard Move Action to perform. However, spending a point in this Attribute will give your gun the 'swift reload' ability, which reduces the reload time to a Simple Move Action. If the Character has the Quick Reload feat, reloading becomes a Free Action. You can also choose to take a point away from this as a negative. This will give the weapon the 'clunky' attribute, meaning that reloading now takes two rounds of Standard Move Actions. The Quick Reload feat reduces this to two Simple Move Actions across two turns.

Default: Reloading a weapon requires a Move/Standard action to perform. However, this is not the only place that can be affected to improve this speed. There are items and/or feats.

  • Split Die:

Splits up a Damage Die into smaller dice.
Cost the default 1 Costmization Point. This cannot be done on d2. Split a larger die evenly into two smaller dice that equal the larger one. IE: 1d8 into 2d4. For 1d6 this equals 2d3. Just roll d6 and 1,2,3 faces are equal to their values while 4 = 1, 5 = 2, and 6 = 3. Do the same for 1d10. Dice cannot be split more than once. However, some weapons deal damage such as 2d8. This is split into 4d4. Splitting increases the total number of dice in the dice pool and increases the likelihood of an average roll.
  • Throw-able

Implies that the weapon can be used to deal damage by throwing it at the enemy.
This attribute can be applied to any weapon for free, and it means that the weapon can also be used as a single-use ranged weapon. Like a spear or knife. It can be assumed that the primary function is to throw the weapon or that it is a secondary function of the weapon. If the Weapon is a Ranged Weapon, it cannot be Two-Handed, and its Damage Die is 2 levels lower. For a Melee weapon, the throwing damage is one die level lower than the melee damage. If you spend a point on this Attribute, the damage die is the same for both melee and ranged.
  • Bonus Ability:

Below is a list of special Bonus Abilities that a Weapon can gain. Spend 1 Customization Point to earn a Bonus Ability. Remove a Bonus Ability to earn 2 Negative Points.

Table: Bonus Abilities.
Burst Fire: The weapon has to have a speed of Fully Auto or faster to gain the Burst Fire feature. The Weapons Ammunition Amount must be 4 or higher. The Weapon must have at least 1/2 its ammo left, rounded down. This uses 1/2 the weapon's Ammunition Amount, rounded down. This is like a partial 'Fully Unload'. This provides a +1 to accuracy for every Attack/Extra Damage the Character has. This increases the Critical Multiplier by 1, maxing out at x4. This increases the Critical Range by 1, max 17-20. (Ranged only, Archaic weapons do not apply) (Cannot be used for Bonus Attacks).
Switch Firing Modes: The weapon has to have a speed of Fully Auto or faster to gain the Switch Firing Modes feature. The ability will allow the character to choose between Single Fire or Fully Auto. The weapon's default behavior is Fully Auto/Super Fast, and there is no change. If the weapon is switched to Single Fire mode, it gains the following stats. It gains a +2 bonus to accuracy, plus an additional +1 for its size. Medium +1, Large +2, and Gigantic +3. The Critical Range goes up by 1, max 17-20. The Ammunition amount for the gun is considered doubled. However, the weapon gets these penalties: The Critical Damage can only be x2 in this mode. The Hit Die goes down a level if its seed is Fully Auto, and two levels if its seed is Super Faster. (Ranged only, Archaic weapons do not apply)
Fully Unload: The weapon has to have a speed of Semi-Auto or faster to gain the Fully Unload feature. The clip must have more than 1/2, round up, of its uses left. And the Ammunition amount for the Weapon must be at least 2. This requires a Full Round action. The character has a choice. Focus on a single target for an automatic critical as long as the accuracy check was successful. Or shooting at targets in front of the character, with a 180-degree view in the direction the character is facing, with the max number that can be hit equal to the ammunition that is left. The damage with this choice is the Hit Die one level lower than the weapon against each target. The weapon's range is halved. The weapon's Ammunition is completely spent. The weapon cannot perform this move again for 1d4 turns. Fully Unloading requires the Character to stand in front of the enemy and hold tight to their gun as it fires all its ammunition. This gives all enemies within range an advantage on accuracy checks against the Character for 1 round. (Ranged only, Archaic weapons do not apply)
Swift Reload: The gun is configured to make it extremely easy to quickly remove and replace an empty mag. Making the process seem almost completely effortless. This allows the player to reload as a Simple action. (Ranged only, only Archaic weapons like crossbows)
Special Ammunition: Some guns must be modified and handled carefully to load any ammunition other than the one specifically designed for them. However, exceptions can be made. This allows the character to be able to apply special amo to the weapon. (Actually not ranged only. Melee weapons can use this application to represent exotic materials that make them deadlier. However, taking this ability makes any Melee weapon Exotic)
Enhanced Combat Options: This is a vague ability that is used to describe a couple of different types of enhancements. There is a list of combat techniques a character can do. To read up on them, please review Combat Techniques rules. This gives the weapon an advantage bonus for these combat maneuvers if the weapon is used to assist in the maneuver. You can acquire this ability multiple times for different maneuvers or the same one. Each provides an advantage during the maneuver. However, the same rules for advantage stacking apply here.
Suppression Fire: Also known as Suppressive or Covering Fire. This ability, when declared, requires a delayed action. It takes 3 rounds out of the gun, so the weapon must have at least 3 rounds left. However, it creates a wall of bullets/lasers, or other deadly projectiles that the target must endure to move. The target would have to teleport out of the line of fire to avoid a Ranged delayed attack. The Character can choose to focus on a single target to help keep them from moving. Or they can declare a cone-like area effect. A 90-degree cone with a range of weapons. Any enemy that moves within this cone is subject to a delayed attack action, up to 3 targets. The Character gains an advantage on the accuracy check and a +1 for Bonus Damage per Weapon Level. If it is a single target, then the Hit Die goes up a level. If it is a cone, then the Hit Die goes down a level. Like Fully Unload, however, the Character is exposed. Any enemy not affected by the Suppression Fire gains an advantage on accuracy checks while the Character is using this ability.
Versatile: This allows Medium-weighted weapons (Levels 3 through 5) to no longer require two hands. This also allows them to be used as off-hand weapons, although penalties may still apply. This can also counter the Clunky status if it was acquired due to its Gigantic Power level. This removes the 'Two Handed' requirement for Medium Weighted weapons and the 'Clunky' Gigantic Power level weapons.

Ammunition

Ammunition cost is based on the weapon's power level. The price is based on the average cost of ammo for a full magazine.

Table: Ammunition Stats
Power Level Avg. $ Bonus $ for
special amo
Small $5 + $10
Medium $15 + $30
Large $45 + $90
Gigantic $135 + $270

There are different types of special ammo. Not all weapons can use Special Ammo; for example, Laser or Gravity Arch-Type weapons cannot. A Weapon must be customized with the Special Ammunition Bonus Ability, or it cannot use Special Ammo. If the Weapon Style or Arch-Type already requires the Special Ammo price, then any ammo that has unique attributes is simply double the normal special cost.

Table: Special Ammunition Types
Damage Type Change: There are 4 Damage Types Ranged weapons can use. Kinetic/Electric/Thermal(Radiation)/Chemical. The default weapon damage type is Kinetic. If the weapon damage type is anything other than the default Kinetic, then it cannot use this type of special ammo.
Bonus Damage: The ammo must be masterworked. It has been changed in some way to deal more damage to the target. Increases based on Masterworked level 1 add +1, level 3 adds +2, and level 5 adds +3 to the total damage.
Bonus Damage Die: The ammo packs an additional package of either Kinetic/Electric/Thermal(Radiation)/Chemical damage. The Bonus Damage is determined by a dice roll. The Bonus Damage Die starts at 1d4 (Level 1) and goes as high as 1d12 (Level 5). This ammo is required for the Masterworked. Its Level determines the Damage Die. The price is calculated by: Special Ammo Cost for Size * (1 + Masterwork level).
AP Bonus: Armor Piercing bonus damage. The ammo can shred through armor more effectively. This provides a +1 to AP damage. This Follows the AP Damage Weapon Attribute. Ammo cannot exceed +1. Requires Masteworked Level 3 or higher to craft.
Explosive Rounds: This makes the ammo gain the Exploding attribute. Follow the Explode attribute rules.
AoE Rounds: This decreases the Range of the weapon by 1 increment. This adds an Area of Effect to the Ammo of a 5ft radius. Masterworking can do one of the following.
  1. Remove the weapon increment.
  2. Improve the Radius by 5ft (max 15ft)
  3. Add effect such as Shaken (Con Save DC15 + Ammo Masterwork Level), or causing the target to be Knocked Prone (Dex Save DC15 + Ammo Masterwork Level).

Ammo Crafting

Normal Ammo Crafting requires that the crafter have a rank of 2 in the required crafting skill. The correct skill is based on the weapon damage. Kinetic is Mechanical, Electric is Electronics, Thermal(Radiation) is both (Electronic and Chemical), Chemical is either Chemical or Pharmaceutical.

Special Ammo crafting requires that you have at least 3 ranks in the correct crafting skill. You can only craft ammo to the masterworked level. That means it can only receive a +1 bonus to its signal. With the exception of 'Bonus Damage By Type', which can go up to +4 and requires the crafter to craft at a +4 masterworked level.

Explosives (Grenades/Traps)

These deal damage to anything within an area of effect. The area can be either circular or cone-shaped. Explosives can be placed in throwable objects or set in places, such as mines or traps. Explosives require no proficiency to use normally.

Combat rules for thrown explosives are located in the combat section here. Planted explosive sits where it is placed until it is moved or goes off. This is considered a trap, so rules for making traps apply. More rules on traps in the Combat: Traps/Mines section.

Below is a graph of commonly used explosives. Below that is the 'Making your Own Explosives' section, which has common components that can be mixed and matched to create your explosives.

Grenades/Explosives Table

Grenades and Explosives
Tech Level 0
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Greek Fire Grenade Napalm/Class Bottle/Contact 1d4/rnd Thermal Yes Circle (1)5ft $100 / 0
Gun Powder Explosive Black Powder/Grenade/Time Delay 2d4 Kinetic Yes Circle (1)5ft $150 / 0
Tech Level 1
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Fragmentation Grenade TNT/Grenade/Time Delay 3d6 Kinetic Yes Circle (1)5ft $365 / 1
C4/Semtex Semtex/Simple Land Mine/Remote 4d6 Kinetic No Circle (2)10ft $470 / 1
Dynamite TNT/Simple Land Mine/Time Delay 3d6 Kinetic No Circle (1)5ft $370 / 0
Molotov Cocktail Napalm/Class Bottle/Contact 2d6 Thermal Yes Circle (1)5ft $155 / 0
Thermite Grenade Thermite/Grenade/Contact 3d6 Thermal Yes Circle (1)5ft $360 / 1
White Phosphorus Grenade White Phosphorus/Grenade/Contact 3d4 Chemical Yes Circle (1)5ft $420 / 1
Smoke Grenade Smoke/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Tear Gas Grenade Tear/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Concussion Grenade Concussion/Grenade/Contact - - Yes Circle (3)15ft $120 / 0
Tech Level 2
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
EMP Explosive Energized Compound/Grenade T2/Time Delay 4d6 Electric Yes Circle (2)15ft $625 / 1
Rad-Cloud Grenade Agent X/Curved-Nade/Time Delay 3d6 Chemical Yes Circle (2)10ft $550 / 1
Static Charge Mine Energized Compound/Stealth Mine/Electronic Sense 4d6 Electrical No Circle (2)10ft $610 / 2
Fireflash Explosive ThermitX+Agent X/Containerized Mine/Motion 2 2d8 + 1d6 Thermal + Chemical No Circle (2)10ft $555 / 1
Tangler Explosive C-T/Curved-Nade/Contact - - Yes Circle (2)10ft $710 / 2
Tech Level 3
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Dis-solver Explosive Xoctic/Packed-Nade/Contact 3 6d6 Chemical Yes Circle (6)30ft $2,270 / 2
Heavy Frag Grenade HMXXX/Packed-Nade/Contact 3 6d10 Kinetic Yes Circle (3)15ft $1,900 / 2
Napalm Walker ThermitX/Walking-Mine/Smart Sense 5d8 Thermal No Circle (1)5ft $1,470 / 2
Gravimetric Explosive H-S-EX/Gravity-Packed Nade/Contact 3 7d12 Gravity Yes Circle (6)30ft $7,500 / 4
Stunner Hyper-Concuss/Clocked-Mine/Smart Sense - - No Circle (4)20ft $1,470 / 2
Tech Level 4
Explosives Components Damage Damage Type Throw-able Area Type Range Increment Cost / Procure Diff
Psionic Wave Explosive Psionic/Transporting Mine/Gravity Sense 6d8 - No Circle (3)15ft $12,550 / 4
Quantum Nade Psionic/Transporting Nade/Gravity Sense 6d8 Psionic Yes Circle (3)15ft $12,550 / 4
Singularity Implosion Device H-S-EX/Transporting Mine/Gravity Sense 6d12 Gravity No Circle (6)30ft $6,550 / 3
Ice-Nine Seeker Ice 9/Transporting Nade/Contact 3 6d12 Thermal (Cold) Yes Circle (1)5ft $6,500 / 4
Cryonic Explosive Neg-H/Hybrid-Nade/Contact 3 5d8 Thermal (Cold) Both Circle (2)10ft $1,850 / 2

Making your Own Explosives

The Charge

This shows what the damage die will be. For example: Xd6 or Xd10. It doesn't say how many of those die. This also tells the user what the damage type will be. IE: Thermal or Chemical or etc. This also informs the user of the damage range. There can also be Charge Attributes that can affect the explosion.

Table: Charges Listed by Tech Level
Tech Level 1 (Limit d6)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
TNT Xd6 Kinetic 5ft None $100 / 1
Semtex Xd6 Kinetic 10ft Casing not Required $120 / 1
White Phosphorus Xd4 Chemical 10ft None $120 / 2
Black Powder Xd4 Kinetic 5ft None $75 / 0
Agent Orange Xd6 Chemical 10ft None $135 / 2
Napalm Xd6 Thermal 5ft None $130 / 2
Thermite xd4 Thermal Tiny 1ft Lingers (1d4 rnds) $100 / 0
Smoke N/A N/A 15ft Fogs x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Tear N/A N/A 15ft x1 DisAdv, Lingers (1d4 rnds), Tech $100 / 0
Concussion N/A N/A 15ft Stuns (d4 rounds), Tech $110 / 1
Tech Level 2 (Limit d8)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Agent X Xd6 Chemical 10ft Lingers (1d4 rounds) $160 / 2
Energized Compound Xd6 Electrical 15ft EMP Effect, Tech $140 / 1
RDX2 Xd8 Kinetic 10ft Casing not Required $120 / 1
ThermitX Xd8 Thermal 5ft Lingers (1d3 rounds) $120 / 1
Hyper-Concuss N/A N/A 20ft Stuns (d6 rounds) $170 / 1
Cl-d N/A N/A 60ft Fogs x1 DisAdv, Lingers (1d4 rnds) $155 / 1
M-A-D N/A N/A 30ft Confusion (1d4 rnds) $220 / 2
S-S-T N/A N/A N/A Shield Splicer Techniques, Tech $750 / 3
T-M-T N/A N/A N/A Technomancer Techniques, Tech $750 / 3
C-T N/A N/A N/A Combat Technique, Tech $600 / 2
Tech Level 3 (Limit d10)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
HMXXX Xd10 Kinetic 15ft None $300 / 2
Temperist-3 Xd8 Thermal 10ft None $300 / 1
Xoctic Xd6 Chemical 30ft Lingers (2d4 rnds) Fogs 1x DisAdv $320 / 2
ELT Xd8 Electrical 20ft EMP Effect $300 / 1
Thickened Smoke N/A N/A 20ft Fogs x2 DisAdv, Lingers (1d6 rnds) $310 / 1
Neg-H Xd8 Thermal(Cold) 5ft None $300 / 1
Mind-X N/A N/A 20ft Alter Emotion (Hate,Love,Fear) $400 / 2
Teleporting N/A N/A 5ft Teleports $750 / 2
Psionic N/A N/A N/A Psionic Techniques, Tech $2,000 / 4
Tech Level 4 (Limit d12)
Charge Damage Die Damage Type Range Attributes Cost/Proc Diff
Ice 9 Xd12 Thermal (Cold) 5ft Contagious, Lingers (1d6 turns) $1,000 / 4
H-S-EX Xd12 Gravity 30ft None $1,000 / 3
M-Nuke Xd12 Kinetic/Thermal(Rads) 30ft None $1,000 / 3
Black-50 N/A N/A 30ft Fog 100%, Lingers (1d6 rnds) $500 / 2

The Casing

This tells the user the maximum amount of charge that can be used. IE: The number of damage die like 2d6 or 4d10. This also informs the user if the device is throw-able, place-able, or both. If the device is placeable, the Casing also provides the default DC for a Perception skill check to notice it. This also informs the user of the area of effect, whether circular or cone-shaped. It can also provide additional attributes for weapon use, such as 'Sticky'.

Table: Casings (Sorted by Tech Level)
Tech Level 1
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Grenade x3 Throw-able Circular None $50 / 0
Simple Land Mine x4 Place-able Circular None $50 / 1
Clay-more x3 Place-able Cone None $50 / 1
Class Bottle x2 Throw-able Circular Thermal/Chemical Charge Types Only $10 / 0
Jumping Mine x3 Place-able Circular +5ft Range $100 / 2
Tech Level 2
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Mag-Casing x4 Throw-able Circular +1 Accuracy $75 / 1
Stealth Mine x5 Place-able Circular +2 Perception DC $120 / 2
Positioned Trap x4 Place-able Cone +1 Damage $120 / 2
Curved-Nade x4 Throw-able Circular +10ft Throwing Range $100 / 1
Containerized Mine x3 Place-able Circular Containerized $120 / 1
Tech Level 3
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Walking-Mine x5 Place-able Circular Chasing 30ft $250 / 2
Clocked-Mine x6 Place-able Circular +5 Perception DC $350 / 2
Directed-Mine x5 Place-able Cone +2 Damage $200 / 1
Packed-Nade x6 Throw-able Circular None $150 / 1
Hybrid-Nade x5 Both Circular None $150 / 2
Containerized Mine Adv x5 Place-able Circular Containerized $220 / 1
Containerized Grenade x4 Throw-able Circular Containerized $240 / 1
Tech Level 4
Casings Max Charge Throw/Place-able Circular/Cone Attributes Cost/Proc Diff
Transporting Mine x6 Place-able Circular Chasing 45ft $350 / 2
Transporting Nade x6 Throw-able Circular +5 Accuracy $500 / 2
Directed-Trans Mine x6 Place-able Cone Chasing 30ft $1,000 / 3
Gravity-Packed Nade x7 Throw-able Circular None $350 / 2
Containerized Casing x6 Both Circular/Cone Containerized $320 / 1

The Detonator

This controls when and how the device is activated. For throw-able devices, this can include attributes such as 'On Contact' or 'Chasing'. For Place-able devices, this can include attributes such as 'Laser trip wire', 'Motion Sensitive', or 'Remote Controlled'. This can also provide a bonus to the DC check against Disable Device skill checks, making it harder to disable.

Table: Detonators (Sorted by Tech Level)
Tech Level 1
Detonators Attributes Description Cost/Proc Diff
Contact On Contact $10 / 0
Motion Motion Sensitive 10ft $25 / 0
Remote Remote Controlled 150ft $20 / 0
Time Delay Delay 1-900 Sec $15 / 0
Trip Wire Trip Wire $10 / 0
Tech Level 2
Detonators Attributes Description Cost/Proc Diff
Walker Chasing 15ft $100 / 1
Laser Wire Trip Wire $15 / 0
Motion 2 Motion Sensitive 20ft $35 / 0
Electronic Sense Sense Electronics 20ft $50 / 1
Tech Level 3
Detonators Attributes Description Cost/Proc Diff
Smart Sense Programmable Sensor 30ft $100 / 1
Invisible Wire Trip Wire (clocked) $150 / 1
Contact 3 Chasing (throw-able only) 10ft $200 / 2
Tech Level 4
Detonators Attributes Description Cost/Proc Diff
Gravity Sense Sense Mirco Gravity 50ft $200 / 1

Combining Explosive Components

If the components already exist, then they do not require a crafting skill to make an explosive. But the Demolitions skill instead. Some restrictions apply when combining components.

  1. You cannot mix multiple types of Charges in the same Casing unless the Casing specifies.
  2. You can have more than one type of Detonator per Casing, but the Explosive cannot be throw-able and can still only be detonated once unless specified differently by the Casing.

It takes 10 minutes to safely combine the components. If rushed, the Player must make a Demolitions skill check of DC10 + 1 for every minute less. If the Player fails the check, the GM can decide the negative consequences. IE: Explosive device blows up in their face or becomes a dud, and so on.

Weapon Accessories

These are items you can add to either your weapons or your person to help carry weapons, explosives, and ammunition.

  • Quick Access Slots: Quick Access Slots or just Quick Slots provide quick/easy access to a particular type of item on the Character's body. This avoids the Character having to pull the item out of a Backpack or some other container, which would normally take a Standard Move Action without any Bonus Actions. If an Item is stored in a Quick Slot they can be accessed with a Simple Move Action. Quick Slots are restricted to a type. For example, a Hip Holster provides a Quick Slot but only for a pistol or other small firearm. Quick Slots are granted by items such as these Weapon Accessories or some equipment from General Equipment.
Weapon Accessories
Object Size Weight Quick Slot Benefit Cost
Magazine Tiny 0.5 lb. - Ammo capacity placeholder $15
Weapon Sling Small 1 lb. 1 (large weapon) Quick Draw for large weapons $25
Holster, Hip Tiny 1 lb. 1 (pistol) Quick Draw (Simple Move Action) $35
Holster, Concealed Tiny 0.5 lb. 1 (pistol) Discreet carry; Quick Draw $40
Tactical Belt Small 1 lb. 4 (magazines) Access magazines as Simple Action $50
Utility Belt Small 1 lb. 3 (general) Quick access to healing/tools $60
Grenade Pouch Small 0.5 lb. 2 (grenades) Access grenades as Simple Action $30
Illumination Tiny 0.5 lb. - Provides 45ft cone of light $85
Laser sight Tiny 0.5 lb. - +1 Accuracy (1st range increment only) $25
Scope, Standard Tiny 0.5 lb. - +1 Accuracy (Beyond 1st increment) $70
Scope, Electro-Optical Small 3 lb. - +1 Accuracy (Beyond 1st increment); Ignores low light $250
Speed loader Tiny 0.5 lb. - Reloads 1 magazine per round $45
Suppressor, Pistol Tiny 1 lb. - Firing doesn't break stealth; Reduces Detection DC $550
Suppressor, Rifle Small 4 lb. - Firing doesn't break stealth; Reduces Detection DC $1000

Melee/Martial Arts Combat

"I do not need a weapon. I am a weapon!" - Martial Artist... before being shot.

Combat with fists is a little different from traditional Melee weapons. However, here are some rules for combat via "fist-a-cuffs". Also known as an unarmed strike.

First, to determine the Hit Die, we need to determine the Weapon Power and Speed. However, with the organic body, the faster one is, the less likely they are to have a body type with massive muscles, and vice versa. There is a total cap of Weapon Level 6 (2d8 Non-Lethal).

Unlike other Melee weapons, a character's fists are not always manual. They are ranked based on the Character's Dexterity score.

  • 10-13(0-1) : Single-Fire (slow hitting)
  • 14-15(2) : Manual (normal, average)
  • 16 -17(3) : Semi-Auto (hard to follow)
  • 18-19(4) : Fully-Auto (a flurry)
  • 20-21(5) : Super-Fast (unseen hits)

The Power level of a Character's punch is based on their Strength score.

  • 10-15(0-2) : Small (little power)
  • 16-17(3) : Medium (normal, average)
  • 18-19(4) : Large (heavy hitting)
  • 20-21(5) : Gigantic (like a ton of bricks)

The Hit Die is the sum of the two. Also, the Character can add his Str Mod just as in any Melee attack. If both Dex and Str scores result in a higher level, pick the favorable Ability to provide the most Bonus and the other Ability the remainder. However, the damage rolled is considered Non-lethal. To review Non-lethal please visit the Combat page.

To convert the damage from Non-Lethal to Lethal, the damage is reduced by one dice level. An accessory such as metal gloves or Powered Gloves can potially help with this. The Damage Die for the Melee/Martial Arts Combat Accessory is ignored, but they can assist by adjusting customizations that any other Melee Weapon can have, for example by providing an Accuracy Bonus, a Critical Range increase etc...

Note that some alien races may have exceptions to this rule.

Melee/Martial Arts Combat Accessories

Note: All these accessories are considered a Lvl 2 Melee Weapon when it comes to cost, proc diff, and crafting.
Table: Martial Arts Accessories Examples
Accessory Style & Arch Type Tech
Level
Hit
Die
AP Damage
Type
Critical
Multiplier
Critical
Range
Accuracy
Bonus
Damage
Bonus
Ammo Range Reload
Speed
Default Attributes Bonus Abilities Cost /
Proc Diff
Metal Gloves Melee Weapon 1 Unarmed 0 Lethal (K) x2 20 +1 +0 N/A 0ft N/A - - $400 / 0
Powered Gloves Melee Weapon, Energy 2 Unarmed 0 Lethal (K/E) x2 20 +2 +0 N/A 0ft N/A - - $700 / 0
High Freq Gloves Finesse Melee, Energy 3 Unarmed 0 Lethal (K/E) x3 19-20 +1 +0 N/A 0ft N/A - - $1,960 / 1