Weapons

Dual weapons: See Crafting for more info. The properties for each weapon remain the same, except for WU, which is calculated by adding the WU of each weapon together. The cost of a dual weapon is each weapons cost added together, and then multiplied by 2.5.

All weapons are considered to do lethal damage unless stated otherwise.

Snapfire A Snapfire weapon takes a -2 to accuracy if not aimed.

Nonlethal This weapon does non lethal damage.

Actions/Reload How many move actions it takes to reload a weapon. If you have an item in both hands (such as two weapon fighting or using a shield) it takes an additional move action to reload.

Recoil This is the total modifier to your attacks from recoil from the weapon. If this number is negative you take this as a penalty to your accuracy. If this value is 0 or positive you do not take a penalty, but you do not add a positive value to accuracy.

Unarmed Weapons

Weapons Cost LI RE WU Reach ROF Accuracy DV AP Notes
Unarmed - - 1 2 Strength (Strength) Nonlethal
Wrapped Fists 1 0 1 2 Strength (Strength+1) Nonlethal, Hand can wield an item while equipped
Plated Fists 2 R 1 1 2 Strength (Strengrh+2) -1 Lethal

One-handed Melee Weapons Note: Mid size weapons can be wielded one or two handed.

Weapons Cost LI RE WU Reach ROF Accuracy DV AP Notes
Small Blade 1 1 1 3 6 (str+3)
Mid Blade 2 R 2 2 2 7 (str+4) -1
Short Blunt 1 1 1 2 5 (str+4) -2
Mid Blunt 2 R 3 2 2 5 (str+5) -3

Two-handed Melee Weapons

Weapons Cost LI RE WU Reach ROF Accuracy DV AP Notes
Large Blade 3 R 3 3 2 6 (str+6) -3
Large Blunt 3 R 4 3 1 5 (str+7) -5

Bashing Bashing weapons are always considered medium or large weapons, and inherently benefit from striker.

Weapons Reach ROF Accuracy DV AP Notes
Small Shield 1 2 5 (3+strength)
Large Shield 1 1 4 (4+Strength) -1
Tower Shield 1 1 2 (5+Strength) -1 Cannot be made cover the same round as a bash
One Handed 1 1 2 (1+Strength)
One Handed with small bayonet 1 2 3 (Strength+2) -1
One Handed with large bayonet 2 2 3 (Strength+3) -2
One Handed with shocker 1 2 4 (Strength+4) -2
Two Handed & Artillery 2 1 3 (Strength+2)
Two Handed & Artillery with small bayonet 2 2 4 (Strength+3) -1
Two Handed & Artillery with Large bayonet 3 2 4 (Strength+4) -2
Two Handed & Artillery with shocker 2 2 5 (Strength+5) -2

One-handed Ranged Weapons

Weapons Ammo Cost LI RE WU Range ROF Accuracy DV AP Actions/Reload Ammo Held Notes
Throwing Weapon 1 R *10 3/6/9/12 3 5 (Str+3) -1 1 - SS. When crafting throwing weapons you can do so in groups of 0(each purchased separately) for the standard cost. Generally you may always retrieve throwing weapons. Throwing weapons have no recoil.
Light Crossbow Early 3 R 2 11/22/33/66 1 5 10 -2 1 1 SA
Sling Early 3 1 11/22/33/66 1 3 (3+Str) -2 1 1 SS. Can use stones instead of bullets as ammo. No cost but -2 to ACC and DV. Snapfire.
Crude Firearm Early 3 R 2 5/10/15/30 1 5 12 -3 2 1 SS
Taser High Caliber 5 1 2/4/6/10 1 4 6 -3 2 1 Nonlethal, Knockdown (3), Paralyzed (2)
Hold Out Pistol Small Caliber 8 R I 1 4/8/12/24 3 5 10 1 4 SA, +2 to Legerdemain to hide on your person.
Hunting Pistol High Caliber 6 R 3 10/20/30/60 1 8 13 -3 1 1 SS, Snapfire
Revolver Mid Caliber 5 R 2 8/16/24/48 3 6 11 -2 2 6 SS
Semi-Auto Pistol Small Caliber 4 R 2 6/12/18/36 3 7 10 1 10 SA, 2RB
Machine Pistol Small Caliber 8 R 2 5/10/15/30 3 6 10 1 30 3 RB, FA

Two-handed Ranged Weapons

Weapons Ammo Type Cost LI RE WU Range ROF Accuracy DV AP Actions/Reload Ammo Held Notes
Bow Early 3 R 3 10/20/30/60 2 5 11 1 1 SA
Slingshot Early 3 2 10/20/30/60 1 4 10 -2 1 1 SS. Snapfire
Musket Early 4 R 4 7/14/21/42 1 5 13 -3 2 1 SS. Snapfire
Shotgun Shell 4 I 4 3/6/9/12 2 5 13 -1 1 1 SS, 2RB
Hunting Rifle High Caliber 6 I 4 13/26/39/78 1 8 13 -3 1 5 SS, Snapfire
Repeating Rifle Mid Caliber 7 R I 5 9/18/27/54 3 5 11 -1 1 15 SA
Assault Rifle Mid Caliber 8 R I 5 9/18/27/54 3 5 11 -1 1 30 3 RB, FA
Battle Rifle High Caliber 9 R I 5 10/20/30/60 3 5 12 -2 1 18 SA, 3RB

Artillery – Infantry

Note: Some artillery weapons suffer from recoil, despite only making a single attack a round.

Weapons Ammo Cost LI RE WU Range ROF Accuracy Recoil DV AP Actions/Reload Ammo Held Notes
Flamethrower Heavy 6 R I 6 3/6/9/12 1 5 -4 15 -2 2 5 Wide Spread. Catch Fire (2). SA/3RB
Mortar Heavy 7 I 5 12/24/36/60 1 0 -8 20 (explosive) 2 1 Large blast – uses intelligence for accuracy. Snapfire
Single Shot Heavy 10 R I 8 7/14/21/35 1 5 -7 21 -3 2 1 Snapfire
Hand Cannon Heavy 9 R I 7 6/12/18/30 1 6 -7 15 + 10 (explosive) 2 1 1 meter blast
Grenade Launcher Grenades? 10 R I 7 7/14/21/35 1 5 -4 3 + Grenade as grenade 2 1
Missile Launcher Heavy 11 R I 7 12/24/36/60 1 5 -4 2 + 23 (explosive) -2 2 1 Large blast
Light Machinegun Mid Caliber 10 R I 6 10/20/30/50 3 6 12 -2 2 100 3 RB, FA

Artillery – Mounted/Team

ROF is how many actions it takes the team to reload and reset up the weapon. Each member grants 1 action per round. Teams can be anywhere in the number allowed. Once a weapon is loaded, it may be fired in the same round. The mounted and team artillery uses intelligence for accuracy rather than agility.

Weapons Ammo Cost LI RE WU Range ROF Accuracy Recoil DV AP Ammo Held Reload Team Notes
Single shot artillery 13 R I - 20/40/60/100 * 4 (If Explosive:3 + 27 (explosive))(If non-explosive: 27) -5 1 15 2-5 Medium Blast, Snapfire
Single Shot Arc artillery 13 R I - 15/30/45/75 * 0 * 30 (explosive) -1 1 15 2-5 Large Blast, Snapfire
Autocannon artillery 19 R I - 20/40/60/100 2 3 3 + 27 (explosive) -5 6 20 2-5 SA
Minigun small caliber 15 R I 12 8/16/24/40 2 5 16 -1 500 2 1-2 FA
Heavy Machine Gun Small Caliber 18 R I 12 12/24/36/60 3 4 20 -3 100 2 1-2 FA
Ammo Type Ammo Cost LI RE Units Units/CU
Early 2 I 50 50
Shells 2 I 50 50
Slug 2 I 50 50
Small Caliber 2 I 50 50
Mid Caliber 3 I 50 50
High Caliber 4 I 50 50
Heavy 5 R I 5 5
Artillery 6 R I 2 2

*Shotgun Slugs – You can purchase slugs for shotguns at the same price as shells. They increase the base range by +2 and have a flat -1 AP bonus, but gain no AP bonus based on range. These are single target ammunition, they do not spread.

Ammo Enhancement You may use enhanced ammo in any weapon that is not already enhanced. When you buy enhanced ammo you follow the normal item creations rules. You add +1 to either the cost of the stack of ammo, or the ammo enhancement, whichever is higher.

Ammo Enhancement Cost
Deadly +1
Merciful +1
Ghost Touch +3
Enhanced +3
Keen +4
Flaming +4
Freezing +4
Corrosive +4
Lighting +4
Trapping +6
Blazing +6
Cryo +6
Caustic +6
Electric +6
Speed +6
Intensified +8
Staggering +8
Enhanced Trapping +8
Explosive +9
Heavy +10

Grenades/Bombs When purchasing grenades they come in groups of 3?

Range: Benefits from rank 3 of one Hander.

Fuse: If an explosive has a fuse it takes a move action to activate.

Delay: How many rounds before the grenade explodes.

Weapons Crafting Cost LI RE WU Range ROF Accuracy DV AP Radius Fuse Delay Notes
Smoke Bomb 1 1 R 3/6/9/12 1 3 Smoke cloud Large y standard smoke cloud. Reduces all visibility past adjacent as if blind. Adjacent increase darkness level by 1, and is not negated by darkvision.
Fire Bomb 1 2 R R 1/4 2/4/6/8 2 4 15 (explosive) -2 Small Y Catch Fire (2)
Dynamite 1 3 R R 1/4 3/6/9/12 1 4 17 explosive Large Y 1
Long Fuse Dynamite 1 3 1 8 1/4 3/6/9/12 1 4 17 explosive Large Y 2
Home Made Impact 2 4 R I 1/6 3/6/9/12 3 5 2 + 20 (explosive) -2 Small n
Gas Bomb 2 4 R 3/6/9/12 1 4 As Poison Large Y standard smoke cloud filled with a contact or inhalation poison. Dose of poison bought seperately. Reduces all visibility past adjacent as if blind. Adjacent increase darkness level by 1, and is not negated by darkvision.
Alchemist Fire 2 5 R 1/4 2/4/6/8 2 4 20 (explosive) -2 Small N fire damage, Catch Fire (2)
Acid Flask 2 5 R 1/4 2/4/6/8 2 4 18 (explosive) ignores armor Small N Deals Acid damage
Concussion Grenade 3 6 R I 1/5 3/6/9/12 2 5 1 + 23 (explosive) -2 Medium N 1
Flashbang 3 7 R R 1/5 3/6/9/12 2 5 Stun (2), Blind (3), Deaf (3) -3 Large N 1 Effects last a number of rounds equal to net misses
Frag Grenade 4 8 R I 1/5 3/6/9/12 2 5 1 + 27 (explosive) -3 Extra Large N 1
Anti-tank 4 9 R I 1/5 3/6/9/12 2 5 28 (explosive) -2 Large N 1 Heavy Weapon
Cryo Bomb 4 9 R I 1/4 2/4/6/8 2 4 25 (explosive) Small N N cold damage. Freeze (2)
Lightning Bomb 4 9 R I 1/4 2/4/6/8 2 4 29 (explosive) -2 Small N N electric damage. Stagger (2)
Incinderary Grenade 5 10 R I 1/5 3/6/9/12 2 5 33 (explosive) -4 Large N 1 fire damage. Catch Fire (3)
Cryo Grenade 5 10 R I 1/5 3/6/9/12 2 5 33 (explosive) Large N 1 cold damage. Freeze (3)
Caustic Grenade 5 10 R I 1/5 3/6/9/12 2 5 33 (explosive) ignores armor Large N 1 acid damage.
Shocking Grenade 5 10 R I 1/5 3/6/9/12 2 5 35 (explosive) -3 Large N 1 electric damage. Stagger (3)
High Explosive Grenade 5 11 R I 1/5 3/6/9/12 2 5 35 (explosive) -3 Large N 1 Heavy Weapon

Mines You can make mines out of your grenades. They have the statistics except as noted below. Mines are hidden with a security check, and detected with detection.

Mine Type Cost Notes
Contact Same as grenade A target must step on the hex occupied by the mine, compressing the mine. They get an immediate detection (2) check to notice. If they notice they can stop and attempt to disarm the mine. Any attempt to disarm a compressed mine has the threshold increased by 1. The threshold to disarm the mine is equal to the tier to create it. Only Grenades can be made contact mines, not bombs.
Timed Same as grenade A timed explosive device can be set to go off after a certain amount of time. Any amount of time under 24 hours can be set on the explosive.
Proximity +2 This device automatically explodes when someone moves within 1 hex of where this device is set.

Improvised Weapon

Weapons WU Reach Range ROF Accuracy DV AP Notes
Small 2 2/4/6/8 2 3 (Strength)
Medium 4 1 2/4/6/8 1 3 (Strength + 1)
Large 6 2 1/2/3/4 1 2 (Strength+3) -1

Unarmed Weapons

Wrapped: Boxing Gloves, Cestus, Sap Glove, Gaunlet

Plated Fists: Brass Knuckles, Tekko, Power Fist

One-handed Melee Weapons

Small Blades: Dagger, Knife, Stilleto, Tato, Combat Knife, Hand Axe

Mid Blades: Arming sword, Machete, Falchion, Battle Axe

Small Blunt: Hammer, Club, Mace, Tire Iron

Mid Blunt: Morningstar, Baseball Bat, Pool Cue

Two-Handed Melee Weapons

Large Blade: Long Sword, Bastard Sword, Great Sword, Great Axe

Large Blunt: Maul, Sledgehammer, Warhammer

One-Handed Ranged Weapons

Throwing Weapons: throwing knife, shuriken, dart

Single Shot Projectile: Crossbow, Sling

Revolver: .44 magnum, .45 Long Cult, .357 Magnum.

Crude Firearm: Zip Gun, flintlock pistol, Chinese hand cannon

Hunting Pistol: Remington XP-100, Derringer, Thompson/Center Encore

Semiauto Pistol: 9mm, 44 Magnum, Desert Eagle

Machine Pistol: Beretta 93R, SMG

Two-handed Ranged Weapons

Single Shot Projectile: Bow, Heavy Crossbow, Slingshot, Atlatl

Artillery – Handled

Single Shot: Manuballista

Flamethrower: M2-2 Flamethrower, M97 Flamethrower, Firelance,

Hand Cannon: L6 Wombat, Broadsider, Law 80, Hand Cannon

Artillery – Team/Mounted

Single Shot: Cannon, Ballistic

Single Shot Arched: Mortar, catapult

Definitions

Cost: This is the base cost of the weapon, unmodded.

Weight: This is the base, unmodded weapon weight.

Ammo Type The base ammo this weapon uses.

Ammo Held This is the base unmodded amount of ammo this weapon holds.

Fire Type This is how the weapon fires. See fire types in Combat.

Range Range for Short/medium/long/extreme ranges. There are two patterns:
Standard: base range/base rangex2/base range x3/base range x6
Spread and throwing weapons:
base range/base rangex2/base range x3/base range x4

Accuracy The base accuracy for the weapon.

DV The damage value of the weapon. The number of dice you roll for damage on a successful hit.

Recoil Recoil is the number of rounds you are firing this round-1. This total is subtracted from your total dice pool. So a positive recoil brings this penalty down, while a negative recoil increases this number. If you bring the penalty to above 0 you do not add it as a bonus. If only a single shot is fired, there is no recoil.

For heavy weapons, they have a specific recoil, which is considered per shot recoil. Every time you pull that trigger in a round you subtract the recoil, even the first shot.

AP This is the amount of armor piercing of the weapon. This value decreases a targets resistance roll by this amount.

Rate of Fire This is how man attacks you can make with a weapon. If making more than one attack you follow the usual rules for splitting a dice pool, and if a ranged weapon is being used calculate recoil.

Reach A weapon with no reach can strike adjacent. A weapon with a reach of 1 can attack up to 1 hex away or adjacent. A weapon with a reach of 2 can strike adjacent, 1 hex away or 2 hexes away.

Actions/Reload How many move actions it costs to reload. If this is reduced to 0 you can reload as a free or move action.

Blast: Blast is the radius of the explosive when it explodes. For each hex away from the center of the blast you reduce DV done by 1.

Weapons

BASICS 2.0 underableedingsun