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