Gear: Weapons

Selection of Advanced and Primitive Weapons

Description:

Masterwork Version of all weapons are available for 300 Credits more and give a bonus of 1 to attack rolls with the weapon.

Tiny Missile Weapons (Pistol)

Weapon Type Damage Range Ammo Weight Cost
Holdout Laser Fire 5 75 ft 15 1 lb 200 CR
Holdout Pistol Piercing 4 100 ft 10 2 lb 150 CR
Taser Pistol Subdual 3 100 ft 10 1 lb 100 CR

Microcell (15 shots in Holdout Laser): 1/2 lb, 10 CR
Holdout Magazine – 8mm P (10 shots in Holdout Pistol): 1/2 lb, 5 CR
Tazer Magazine (10 shots in Tazer Pistol): 1/2 lb, 15 CR

Small Missile Weapons (Pistol)

Weapon Type Damage Range Ammo Weight Cost
Blaster Pistol Electricity 12 100 ft 30 3 lb 600 CR
Laser Pistol Fire 10 100 ft 30 2 lb 500 CR
Light Autopistol Piercing 5 150 ft 25 5 lb 300 CR
Heavy Autopistol Piercing 6 200 ft 20 7 lb 400 CR
Screamer Pistol Sonic 6 100 ft 30 2 lb 450 CR

Minicell (30 shots in Blaster, Laser, Screamer Pistols): 1/2 lb, 15 CR
Light Pistol Magazine – 10mm P (25 shots in Light Autopistol): 1/2 lb, 10 CR
Heavy Pistol Magazine – 12mm P (20 shots in Heavy Autopistol): 1/2 lb, 15 CR

Medium Missile Weapons (Rifle)

Weapon Type Damage Range Ammo Weight Cost
Blaster Carbine Electricity 16 150 ft 25 9 lb 900 CR
Hunting Carbine Piercing 5 250 ft 20 8 lb 350 CR
Laser Carbine Fire 12 150 ft 25 7 lb 700 CR
Assault Carbine Piercing 5 250 ft 50 10 lb 650 CR
Submachinegun Piercing 5 200 ft 50 8 lb 500 CR

Assault class weapons and machine guns are full auto and can use burst as well as suppression fire

Minicell (25 shots in Blaster, Laser Carbine): 1/2 lb, 15 CR
Hunting Carbine Magazine – 5mm R (20 shots in hunting carbine): 1 lb, 15 CR
Assault Carbine Magazine – 5mm R (50 shots in assault carbine): 1 lb, 25 CR
Submachinegun Magazine – 10mm P (50 shots in SMG): 1/2 lb, 25 CR

Medium Missile Weapons (Crossbow)

Weapon Type Damage Range Ammo Weight Cost
Automatic Crossbow Piercing 6 150 10 8 lb 150 CR

Quarrel Magazine (10 shots in automatic crossbow): 1 lb, 5 CR

Large Missile Weapons (Rifle)

Weapon Type Damage Range Ammo Weight Cost
Blaster Rifle Electricity 20 200 ft 20 10 lb 1,000 CR
Hunting Rifle Piercing 6 250 ft 30 10 lb 450 CR
Laser Rifle Fire 15 200 ft 20 8 lb 800 CR
Screamer Rifle Sonic 12 200 ft 20 6 lb 650 CR
Shotgun Piercing 9/6/3 50 ft 15 10 lb 400 CR
Assault Blaster Electricity 20 200 ft 20 12 lb 2,000 CR
Assault Laser Fire 15 200 ft 20 12 lb 1,500 CR
Assault Rifle Piercing 6 250 ft 50 12 lb 750 CR
Light Machine Gun Piercing 6 300 ft 100 14 lb 1,000 CR
Plasma Rifle Fire 25 300 ft 20 14 lb 3,000 CR
Sniper Rifle Piercing 6 300 ft 30 12 lb 800 CR

A shotgun fores a suppression cone treated as if using a machine gun it is 9 damage to 5 ft wide at short range, 6 damage to 10 ft wide at medium range, and 3 damage to 15 ft wide at long range and no damage beyong 3 range increments

Assault class weapons and machine guns are full auto and can use burst as well as suppression fire

Minicell (20 shots in laser, blaster, or screamer assault/rifle): 1/2 lb, 15 CR
Heavy Cell (20 shots in Plasma Rifle): 5 lb, 50 CR
Hunting/Sniper Rifle Magazine – 6mm R (30 shots in hunting/sniper rifle): 1 lb, 20 CR
Assault Rifle Magazine – 6mm R (50 shots in assault carbine/rifle): 1 lb, 25 CR
Light Machine Gun Belt – 6mm R (100 shots in light machine gun): 3 lb, 75 CR
Shotgun Magazine – 18mm S (15 shots in shotgun): 1.5 lb, 15 CR

Large Missile Weapons (Bow)

Weapon Type Damage Range Ammo Weight Cost
Compound Bow Piercing 6 (STR) 150 ft 1 2 lb 200 Credits

Compound bows allow the user to apply their strength damage from Lifting skill

High Tech Arrow (Quiver of 20 for compound bow); 1 lb, 5 CR

Large Missile Weapons (Grenade Launcher)

Weapon Type Damage Range Ammo Weight Cost
Grenade Launcher Grenade Grenade 200 ft 5 12 lb 500 CR

Grenades weigh 1 lb each and have a 20 ft blast radius, cost and effects vary. A grenade used without a launcher is a thrown weapon (Grenade) with a 10 ft range increment. All imperial grenades are made to be used with or without the launcher.

Adhesive Grenade: 50 CR (Reflex vs 11 or can’t move for 5 rounds)
Concussion Grenade: 100 CR (18 Bludgeoning Damage; reflexes 11 for 1/2)
Flash Bang: 50 CR (Fortitude vs 11 or treated as bloodied for 2 rounds)
Fragmentation: 100 CR (18 Piercing Damage; reflexes 11 for 1/2)
Incendiary: 100 CR (18 Fire Damage; reflexes 11 for 1/2)
Nausea: 50 CR (Fortitude vs 11 or sick 5 rounds; -2D to all actions and 1/2 move)
Smoke: 50 CR (blocks vision for 5 rounds)
Stun: 100 CR (18 subdual Damage; Reflexes 11 for 1/2)

Large Missile Weapons (Flamethrower)

Weapon Type Damage Range Ammo Weight Cost
Flamethrower Fire 9 20 ft 10 8 lb 1,000 CR

Flamethrower shots are 5 ft wide and count as suppression fire along their path, reflexes 16 and higher take half damage regardless of operator skill (higher or lower)

Fuel Canister (10 shots in flamethrower): 1/2 lb, 25 CR

Large Artillery Weapons (Missiles)

Weapon Type Damage Range Ammo Weight Cost
Rocket Launcher Bludgeon Below 400 ft 1 15 lb 5,000 CR
Multi-Rocket Launcher Bludgeon Below 400 ft 4 24 lb 6,500 CR
Missile Launcher Bludgeon Below Below 1 20 lb 7,500 CR

Rockets come in 2 types; High Explosive (HE) or Anti-Vehicle (AV)
HE Rocket: 250 CR, 30 ft radius, 24 damage (reflex 11 for 1/2), 3 lb
AV Rocket: 400 CR, 5 ft radius, 40 damage (reflex 11 for 1/2), 4 lb

Rockets can be fired at an area or specific target

Missiles come in 3 types; HE, Anti-tank (AT), and Anti-aircraft (AA)
HE Missile: 500 CR, 40 ft radius, 30 damage (reflex 16 for 1/2), 5 lb
AT Missile: 750 CR, 5 ft radius, 50 damage (reflex 16 for 1/2), 7 lb
AA Missile: 1,000 CR, 10 ft radius, 40 damage (reflex 21 for 1/2), 10 lb

Missiles require a round to “lock on target” before firing when fired they can go 4,000 feet without range penalties striking the target regardless of operator skill (reflex reduction in damage is the only defense).

Huge Artillery (Machinegun)

Weapon Type Damage Range Ammo Weight Cost
Heavy Machinegun Piercing 9 400 ft 100 20 lb 1,500 CR

Heavy Machinegun Belt – 9mm R (100 shots in HMG): 5 lb, 75 CR

A giant could use an HMG as a missile weapon

Huge Artillery (Cannon)

Weapon Type Damage Range Ammo Weight Cost
Blaster Cannon Electricity 40 500 ft 10 65 lb 5,000 CR
Laser Cannon Fire 30 500 ft 15 50 lb 4,000 CR

Heavy Cell (10 shots in blaster cannon, 15 in laser cannon): 5 lb, 50 CR

Gargantuan Artillery (Cannon)

Weapon Type Damage Range Ammo Weight Cost
Plasma Cannon Fire 50 750 ft Power 80 lb 7,500 CR

Gargantuan Artillery (Missile)

Weapon Type Damage Range Ammo Weight Cost
MMLS Bludgeon Below Below 24 200 lb 30,000 CR

Missiles come in 3 types; HE, Anti-tank (AT), and Anti-aircraft (AA)
HE Missile: 500 CR, 40 ft radius, 30 damage (reflex 16 for 1/2), 5 lb
AT Missile: 750 CR, 5 ft radius, 50 damage (reflex 16 for 1/2), 7 lb
AA Missile: 1,000 CR, 10 ft radius, 40 damage (reflex 21 for 1/2), 10 lb

Missiles require a round to “lock on target” before firing when fired they can go 4,000 feet without range penalties striking the target regardless of operator skill (reflex reduction in damage is the only defense).

Bio:

Tiny Melee (Brawling)

Weapon Type Damage Range Ammo Weight Cost
Stun Gauntlet Subdual 2 (STR) Touch 50 2 lb 75 CR

Microcell (50 hits with stun gauntlet): 1/2 lb, 10 CR

Tiny Melee (Knife)

Weapon Type Damage Range Ammo Weight Cost
Bayonet Piercing/Slashing 2 (STR) 10 ft NA 1 lb 20 CR

A bayonet can be mounted to a rifle turning it into a spear weapon.

Medium Melee (Club/mace)

Weapon Type Damage Range Ammo Weight Cost
Stun Baton Subdual 4 (STR) Touch 50 2 lb 50 CR

Microcell (50 hits with stun baton): 1/2 lb, 10 cr

Large Melee (Spear/Pole)

Weapon Type Damage Range Ammo Weight Cost
Bayonet Piercing 3 (STR) Touch NA 1 lb (Rifle) 20 CR

When not mounted to a rifle a bayonet can be used as a dagger.

Gear: Weapons

Arcane Empire Gcconklin