Melee | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Unarmed Combat | T1 | T1 | T1 | T1 | T1 | T1 | ||||||||
Blunt | T1 | T1 | T1 | T1 | ||||||||||
Pierce | T1 | T1 | T1 | T1 | T1 | T1 | ||||||||
Slash | T1 | T1 | T1 | T1 | T1 | |||||||||
Energy | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | ||||||
Ranged | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
Slug | ||||||||||||||
Small | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | ||||
Medium | T1 | T1 | T1 | T2 | T2 | T2 | T2 | T1 | T2 | |||||
Assault | T1 | T1 | T1 | T2 | T2 | |||||||||
Large | T2 | T2 | T2 | |||||||||||
Lazer | ||||||||||||||
Small | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | |
Medium | T1 | T1 | T1 | T2 | T2 | T2 | T2 | T1 | T1 | |||||
Assault | T1 | T1 | T1 | T2 | T2 | T2 | ||||||||
Large | T2 | T2 | T2 | |||||||||||
Blaster / Plasma | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
Small | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | |||
Medium | T1 | T1 | T1 | T2 | T2 | T2 | T2 | T1 | T2 | T1 | ||||
Assault | T1 | T1 | T1 | T2 | T2 | T3 | T2 | |||||||
Large | T2 | T2 | T2 | |||||||||||
Exotic Other | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
Small | T1 | T1 | T1 | T1 | ||||||||||
Medium | T2 | T2 | T2 | T2 | ||||||||||
Assault | T2 | T2 | ||||||||||||
Large | T3 | T3 | ||||||||||||
Toxins | ||||||||||||||
Biological | T1 | T1 | T1 | T1 | T1 | |||||||||
Chemical | T2 | T2 | T1 | T1 | T1 | |||||||||
Explosives | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
Util | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 | |||||
Small | T2 | T1 | T2 | T2 | T2 | T1 | T2 | T2 | ||||||
Med | T2 | T2 | ||||||||||||
Large | T3 | T3 | ||||||||||||
Artillery | T2 | T1 | T2 | T2 | T1 | |||||||||
Gunnery Weapons: | C-SEC | CONFED | UNI-NAV | CREED | FOFT | GRAD | GRAD-FAIL | ICE | ICU | MERCS | NERD | ROBO | SAROS | XERO |
Mounted Weapons | T1 | T1 | T1 | T1 | T1 | T1 | T1 | T1 |
Weapons at categorized by four common types based on there size.
Small weapons cover those that can be held in one hand. These Laser Pistols, Handguns and small Blasters are compact and comparatively light, and usually easily concealable. Small Pistols are readily available and not generally illegal. They are the weapon of choice for most spacers
These weapons are for close-up work. Even though pistol rounds will travel a good distance with a high-impact velocity, accuracy drops off quickly, most pistols have a fairly short effective range.
Most pistols hold between six and 15 rounds. Pistols may always fire once per Action.
Pistols cannot fire full auto — a pistol that can do that is classified as a submachine gun.
Medium Weapons covers all the weapon types that that are just a tad too large to hide under your jacket. This covers most standard rifles, shotguns, chainsaws, blasters and Laser weapons.
Medium weapons, such as most hunting rifles, are also common, and not overly regulated on most worlds. True, they attract considerable attention in cities, but most small towns don’t have a problem with them and they are perfectly acceptable in the void. Rifles tend to have longer effective ranges than any other weapon (barring the machine gun), and they have slightly better damage die codes than Small weapons, mainly because (in general) they maintain better velocities over distance and are capable of firing larger rounds.
While some Medium weapons such as some Rifles only hold single bullets, most adventurers will have a weapon that hold six, nine, or even 15 rounds. Usually, higher damaging Medium weapons hold fewer rounds, since the Shots are larger. As with Small weapons, Medium weapons may fire once per Action. They cannot fire on full auto, since that is the province of assault Weapons.
Assault Weapons are Seldom seen in populated areas, they are heavily regulated and usually only brandished by military organizations. They are marginally more acceptable than sub-machine guns, since they are less concealable, and generally being held by someone in authority, but they cause the same types of problems.
Their Slug ammunition is usually expensive and harder to get than normal Medium Weapon Slug Slinger ammo. The Slug Slingers that fall into this category are a mix between sub-machine guns and rifles. They are larger and heavier than either type of weapon, making them bulky to carry, but also more accurate than sub-machine guns over longer ranges.
With the right Training Assault Weapons give their users the most flexibility and the widest range of Manuevers of any of the weapon Categories.
These are truly “military only” weapons. A character with a Heavy Weapon had better keep it under wraps everywhere except the void. It causes trouble and attention.
Heavy Weapons are hard to get, requires the Squad to be on excellent terms with there corporations and are expensive, and their ammunition is not readily available. Heavy weapons are usually fired from a vehicle mount or a bi- or tripod.
A single character can seldom can fire the weapon while holding it. As a result, Heavy weapons have a minimum range increment within which the weapon user suffers Disadvantage-3, This lowers by one for each increment out from there. For example a Heavy Weapon with a Min Range increment of 10m suffers Disadvantage-3 for any target between 0 and 10m, then Disadvantage from 10m-20m and rolls normally for any target out beyond 20m.
This is offset by the Weapon Manuevers granted by such weapons which often have the Cone or Sweep properties and also allow the targeting of a large number of targets within a Turn.
These weapons like Machine guns are almost always belt or drum-fed, meaning they can hold hundreds of rounds. However, many machine guns have cyclic rates of over 500 rounds per minute. The Blaster and Laser variants often require Power and Plasma packs that take up the enter back slot of the user.
These weapons seldom fire on anything but full auto, unless they are loaded with only one round.
Because of their long range and high damage die codes, they are often used by snipers on mounts.
Covers and Laser, Mazer, XRay or Beam weapon
Plasma Weapons Covers weapons that are a combination of the above.
A character may perform this attack only with a weapon capable of burst fire (like an assault rifle) and switching to single fire. The firer fires only one shot instead of a burst; it is primarily used to conserve ammunition.
This attack is only possible with weapons that can fire at fully automatic settings (such as assault rifles, submachine guns, and machine guns). Since the character takes time to “hold down the trigger” and pump ammo into the air, the extra “to hit” and “damage” bonuses are somewhat compensated for by the modifier to the character’s defensive value during the round he is performing a full auto attack. The Attacker cannot take any other actions than Full Auto, and can at best be behind 50% cover.
The character fires a weapon several times in a round at the same target. The most common example is when someone fires a pistol several times in a row at the same target. Characters may use this option only when a weapon automatically reloads itself after firing a single shot or when it is fairly easy to ready it for firing again (such as a .45 automatic, which puts a new shell in the slide as soon as the first one clears the barrel). It increases the character’s chance to hit a target, as well as the damage. It does not count as a multi-action as long as the shot is taken at the same target. One target, one die roll, one damage total.
The character wants to “spray an area” with ammo. Only characters with weapons that go Full Auto or Burst (in general, just about any automatic weapon) can perform this maneuver.
The gun uses the amount of ammunition needed by whichever setting is used. They gain a positive modifier to hit (because of the sheer volume of shots), but this “non-targeted” attack results in a lower damage total
Users of weapons capable of firing at multiple targets do not gain the damage bonus based on weapons settings when firing at multiple targets.
Character make Combat Stamina checks to resist or overcome toxins and poisons.
Improvised weapons always use either melee combat or throwing, and they always receive an improvised weapon modifier penalty of -5 or more to the skill roll.
Wild Die rolled Critical Failure (A 1) when wielding the item, the improvised weapon breaks, the user hurts himself, or both — the greater the roll fails (roll again), the worse the situation is.
If the user ends up hurting himself, use only the weapon bonus — do not include the user’s Strength Damage to determine the amount of damage done.