NOTES FOR THE WEAPONS TABLE
Range lists one of the six range codes
that applies to the weapon.
Blast Radius indicates the immediate
blast radius of an explosive weapon. It is always expressed in meters.
Maximum Damage lists the full amount
of damage a weapon can cause before any skill, ability, or item additions
are applied. The abbreviation "pS" indicates damage per each SEU used.
Column Modifier is the number and type
of column shifts that are inherent with a particular melee or thrown weapon's
use.
Ammo Capacity shows what type of ammunition
or energy the weapon uses.
SEU Used lists the number of standard
energy units used in one attack (if the weapon uses energy).
ROF is the maximum number of shots the
weapon can fire in one turn. Numbers in parentheses indicate a burst. A
fraction such as 1/2 means the wepaon can be fired once every two turns,
1/3 means that the weapon can be fired once every three turns.
Effective Defenses indicates what sort
of defensive suit, screen, or action will help protect the target from
damage.
Mass is the weapon's approximate weight
in kilograms.
Cost is given in Credits and does not
include ammunition. The fact that a cost is listed does not mean the item
is commonly available.
Special indicates the weapon has an
unusual facet. Check its description for details.
Stun, Sleep, or sl: indicates a weapon
can stunn or put a character to sleep. If it hits, the victim must roll
his current Stamina or less on 1d100 or be stunned or fall asleep (whichever
is appropriate) for 1d100 turns. Stunning has no effect on anyone with
an anti-shock implant or a gauss screen.
Varies indicates that different damage,
warheads, etc. can be used with the weapon. The definition of the weapon
should be consulted for details.
Msl# is a missile multiplier. It means
that the concept referred to, range, damage, etc., is multiplied by the
missile type used either I, II, or III.
Weapons
| Weapon |
Range |
Maximum
Damage |
Ammo |
SEU Use |
ROF |
Effective
Defenses |
Mass
(kg) |
Cost
(Cr) |
| Beam Weapons |
|
|
|
|
|
|
|
|
Laser Ke-1000
Laser Ke-1500 |
B
C |
8 pS
12 pS |
20 SEU clip
20 SEU clip |
1-10
1-10 |
2
2 |
Albedo
Albedo |
1
2 |
600
750 |
Laser Ke-2000
Laser Ke-5000 |
D
E |
16 pS
100 pS |
20 SEU clip
100 SEU pack |
1-20
5-20 |
2
1 |
Albedo
Albedo |
3
20 |
800
6000 |
Rafflur M-1
Rafflur M-2 |
A
B |
28
32 |
microdisc
10 SEU clip |
All
2 |
1
2 |
Synth
Synth |
.5
1 |
300
650 |
Rafflur M-3
Rafflur M-4 |
C
B |
36
special |
10 SEU clip
10 SEU clip |
2
10 |
2
1 |
Synth
Synth |
2
3 |
825
1000 |
Rafflur M-6
Rafflur M-8 |
D
E |
40
44 |
10 SEU clip
10 SEU clip |
2
2 |
2
1 |
Synth
Synth |
4
5 |
900
1200 |
| Rafflur M-10 |
E |
52 |
100 SEU pack |
5 |
1 |
Synth |
22 |
8000 |
Electrostunner
Sonic Stunner |
B
C |
40 / stun
stun |
20 SEU clip
20 SEU clip |
2
2 |
1
1 |
Gauss/A-S
Sonic/A-S |
1
1 |
500
500 |
Sonic Disruptor
Sonic Devastator |
D
E |
special
special |
20 SEU clip
20 SEU pack |
4
10 |
1
1 |
Sonic
Sonic |
4
15 |
700
5000 |
Maser Penetrator
Mazer Razer |
B
C |
32
40 |
10 SEU clip
10 SEU clip |
2
2 |
1
1 |
MasMesh
MasMesh |
1
2 |
675
850 |
WarTech Alpha-Bolt
WarTech Omega-Bolt |
C
C |
10 pS
1d100 |
10 SEU clip
20 SEU clip |
1-10
5 |
1
1 |
Gridsuit
Gridsuit |
2
3 |
3000
4000 |
| WDC Gamma Bolt II |
C |
15 ps |
20 SEU clip |
2-10 |
1 |
Gridsuit |
2.5 |
5000 |
| Weapon |
Range |
Maximum
Damage |
Ammo |
SEU Use |
ROF |
Effective
Defenses |
Mass
(kg) |
Cost
(Cr) |
| Projectile/Gyrojet/Sprayer |
(PGS) |
Weapons |
|
|
|
|
|
|
Needler I
Needler II
Needler III |
B
C
D |
16 / 8 +sl.
20 / 8 + sl.
24 / 8 + sl. |
10 shots
10 shots
10 shots |
-
-
- |
3
3
3 |
Inertia
Inertia
Inertia |
1
2
3 |
200
300
400 |
5.56 cal. Auto-pistol
5.56 cal. Auto-rifle |
C
D |
44 / 12
44 / 12 |
20 rounds
30 rounds |
-
- |
3(1)
3(1) |
Inertia
Inertia |
2
4 |
200
300 |
Gyrojet Sidearm
Gyrojet Rifle |
B
D |
20
28 |
10 rounds
10 rounds |
-
- |
3
3 |
Inertia
Inertia |
1
4 |
200
300 |
Grenade Rifle
Grenade Mortar |
D
E |
grenade
grenade |
1 bullet
1 shell |
-
- |
1/2
1/2 |
RS Check
RS Check |
4
15 |
700
2000 |
Acid Sprayer
Flamethrower |
B
C |
Varies
44 / spec. |
10-squirt tank
20 shot tank |
-
- |
1
1/2 |
Salgel
Asbestos |
5
5 |
1300
1500 |
| Weapon |
Maximum
Damage |
ROF |
Effective
Defenses |
Blast
Radius |
Mass
(kg) |
Cost
(Cr) |
| Grenades |
|
|
|
|
|
|
Flash
Foam
Acid |
surprise
16 / turn |
1
1 |
Special
Basegel |
3
3 |
-
- |
10
45 |
Chemical Defoliant
Dye
Extinguish |
defoliates
marking
smother flame |
1
1
1 |
-
-
- |
3
3
3 |
-
-
- |
40
10
10 |
Irritant
Slick
Solid |
8 / turn
slick surface
entrapment |
1
1
1 |
Special
Slow movement
- |
3
3
3 |
-
-
- |
25
20
100 |
Rad-Blast
Fragmentation
Gas |
blocks radiation
64 |
1
1 |
Special
Inertia |
3
3 |
-
- |
30
20 |
Doze
Dusk
Nightfall |
sleep
dim light
darkness |
1
1
1 |
STA check
IR, scanners
IR, scanners |
3
3
3 |
-
-
- |
10
20
25 |
Poison
Smoke
Incendiary |
S5 / T10
-1 CS
32 + 8 (x 3 turns) |
1
1
1 |
STA check
IR
Asbestos |
3
3
3 |
-
-
- |
30
10
20 |
Infra
Sonic
Polyhedron |
sensor damage
56 |
1
1 |
-
Sonic |
3
3 |
-
- |
20
25 |
Boomer
Marble
Tangler |
80
16
entanglement |
1
3
1 |
Sonic
Sonic
- |
5
1
3 |
-
-
- |
75
8
25 |
| Weapon |
Range |
Maximum
Damage |
Effective
Defenses |
ROF |
Mass
(kg) |
Cost
(Cr) |
| Missiles |
|
|
|
|
|
|
Micromissile
Missile I
Missile II
Missile III |
E
F x 1
F x 2
F x 3 |
52
1 Warhead
2 Warheads
3 Warheads |
Inertia
varies
varies
varies |
1
varies
1/2
1/2 |
1
2
4
5 |
25
30
50
75 |
| Missile Launchers |
|
|
|
|
|
|
Missilier
Popper
MLTCs |
varies
varies
varies |
varies
varies
varies |
varies
varies
varies |
1-3
1
1 |
10
15
2 |
2000
5000
1200 per tube |
| Weapon |
Blast
Radius |
Maximum
Damage |
Effective
Defenses |
Mass
(kg) |
Cost
(Cr) |
| Missile Warheads |
|
|
|
|
|
Antimissile
Electrical Discharge
Field Crusher |
None
5 x Msl#
Target |
None
Elect. short
66 x Msl# * |
Insulation |
2 x Msl#
3 x Msl#
2 x Msl# |
50 x Msl#
55 x Msl#
35 x Msl# |
Foam
Gas
Heat Seeking |
6 x Msl#
8 x Msl#
None |
Varies
Varies
None |
Varies
Varies |
2 x Msl#
2 x Msl#
2 x Msl# |
30 x Msl#
30 x Msl#
50 x Msl# |
High Explosive
Sonic
Standard Explosive |
7 x Msl#
6 x Msl#
5 x Msl# |
75 x Msl#
Stun
68 x Msl# |
Inertia
Sonic, STA check
Inertia |
1 x Msl#
2 x Msl#
1 x Msl# |
40 x Msl#
35 x Msl#
35 x Msl# |
| Tangler
* Affects only force fields |
5 x Msl#
|
Entrapment
|
|
2 x Msl# |
30 x Msl# |
| Weapon |
Maximum
Damage |
Column
Modifier |
Effective
Defenses |
Ammo |
SEU
use |
Mass
(kg) |
Cost
(Cr) |
| Advanced Melee
Weapons |
|
|
|
|
|
|
|
Electric Sword
Force Axe
Shock Gloves |
32 / stun
48
16 |
+ 1
+ 2
0 |
Gauss / A-S
Inertia
Gauss / A-S |
20 SEU clip
20 SEU clip
Powerpack |
2 / hit
2 / hit
2 / hit |
1
2 |
150
450
50 |
Sonic Knife
Sonic Sword
Spray Hypo |
24
40
special |
+ 1
+ 2
- 2 |
Sonic
Sonic
STA check |
20 SEU clip
20 SEU clip |
1 / hit
2 / hit |
1
1
1 |
50
300
10 |
Stunstick
Vibroknife |
24 / stun
20 |
+ 1
+ 1 |
Gauss / S - A
Inertia |
20 SEU clip
20 SEU clip |
2 / hit
1 / hit |
1
1 |
75
25 |
| Weapon |
Maximum
Damage |
Column
Modifier |
Effective
Defenses |
Ammo |
Mass
(kg) |
Cost
(Cr) |
| Primitive Melee and Thrown |
Weapons |
|
|
|
|
|
Axe
Bottle / Mug
Bow |
16
4
9 |
+ 1
- 1
Range C |
Inertia
Inertia
Inertia |
1 arrow |
1
1
1 |
15
50 |
Brass Knuckles
Chain / Whip
Chair |
6
7
5 |
0
- 1
- 2 |
Inertia
Inertia
Inertia |
|
2
2 |
10
20
|
Club, small
Javelin
Knife |
5
14
10 |
0
Range B
+ 1 |
Inertia
Inertia
Inertia |
|
2
|
10 |
Nightstick
Pistol Butt
Polearm |
12
8
26 |
+ 1
0
- 2 |
Inertia
Inertia
Inertia |
|
1
4 |
20
40 |
Rifle Butt
Spear
Sword, small |
18
14
13 |
- 1
+ 2
+ 1 |
Inertia
Inertia
Inertia |
|
2
1 |
15 |
Sword, medium
Sword, large |
20
28 |
+ 2
+ 2 |
Inertia
Inertia |
|
2
3 |
30
45 |